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431
CHANGELOG.md
431
CHANGELOG.md
@@ -1,3 +1,434 @@
|
||||
## [4.2.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.2.0...v4.2.1) (2025-10-16)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **socket-io:** update import path for socket-server module ([1a64dec](https://github.com/antialias/soroban-abacus-flashcards/commit/1a64decf5afe67c16e1aec283262ffa6132dcd83))
|
||||
|
||||
|
||||
### Code Refactoring
|
||||
|
||||
* **matching:** complete validator migration to modular location ([f2958cd](https://github.com/antialias/soroban-abacus-flashcards/commit/f2958cd8c424989b8651ea666ce9843e97e75929))
|
||||
|
||||
## [4.2.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.1.0...v4.2.0) (2025-10-16)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* **arcade:** migrate matching pairs - phases 1-4 and 7 complete ([2a3af97](https://github.com/antialias/soroban-abacus-flashcards/commit/2a3af973f70ff07de30b38bbe1cdc549a971846f))
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* resolve TypeScript errors in MemoryGrid and StandardGameLayout ([cabbc82](https://github.com/antialias/soroban-abacus-flashcards/commit/cabbc821955d70f118630dc21a9fcbb6d340f278))
|
||||
|
||||
|
||||
### Code Refactoring
|
||||
|
||||
* **matching:** migrate to modular game system ([e5c4a4b](https://github.com/antialias/soroban-abacus-flashcards/commit/e5c4a4bae078c69e632945730c61299f7062f4be))
|
||||
* **matching:** remove legacy battle-arena references ([c46a098](https://github.com/antialias/soroban-abacus-flashcards/commit/c46a0983813c87d5e82a5aa32c48a10a49259b00))
|
||||
|
||||
## [4.1.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.0.3...v4.1.0) (2025-10-16)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* **arcade:** migrate memory-quiz to modular game system ([f48c37a](https://github.com/antialias/soroban-abacus-flashcards/commit/f48c37accccb88e790c7a1b438fd0566e7120e11))
|
||||
|
||||
|
||||
### Code Refactoring
|
||||
|
||||
* **arcade:** remove memory-quiz from legacy GAMES_CONFIG ([9952e11](https://github.com/antialias/soroban-abacus-flashcards/commit/9952e11c27f6cacb8eef1c5494b8cfea29dac907))
|
||||
|
||||
|
||||
### Documentation
|
||||
|
||||
* add matching pairs battle migration plan ([3948582](https://github.com/antialias/soroban-abacus-flashcards/commit/39485826fc6c87f54c07795211909da0278a2ad0))
|
||||
* add memory-quiz migration plan documentation ([7e2df10](https://github.com/antialias/soroban-abacus-flashcards/commit/7e2df106e68a1a0be414852a3e603b89029635b7))
|
||||
* **arcade:** document Phase 3 completion in ARCHITECTURAL_IMPROVEMENTS.md ([704f34f](https://github.com/antialias/soroban-abacus-flashcards/commit/704f34f83e76332cb3610bda75289cbd0036e7eb))
|
||||
* update playbook with memory-quiz completion ([99eee69](https://github.com/antialias/soroban-abacus-flashcards/commit/99eee69f28d17d0f9a3c806a1b84d90ee1fad683))
|
||||
|
||||
## [4.0.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.0.2...v4.0.3) (2025-10-16)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **math-sprint:** remove unused import and autoFocus attribute ([51593eb](https://github.com/antialias/soroban-abacus-flashcards/commit/51593eb44f93e369d6a773ee80e5f5cf50f3be67))
|
||||
|
||||
|
||||
### Code Refactoring
|
||||
|
||||
* **arcade:** implement Phase 3 - infer config types from game definitions ([eed468c](https://github.com/antialias/soroban-abacus-flashcards/commit/eed468c6c4057e3c09a1e8df88551a9336c490c5))
|
||||
|
||||
|
||||
### Documentation
|
||||
|
||||
* **arcade:** update README with Phase 3 type inference architecture ([b47b1cc](https://github.com/antialias/soroban-abacus-flashcards/commit/b47b1cc03f4b5fcfe8340653ca8a5dd903833481))
|
||||
|
||||
|
||||
### Styles
|
||||
|
||||
* **math-sprint:** apply Biome formatting ([d7d8d8b](https://github.com/antialias/soroban-abacus-flashcards/commit/d7d8d8b1e32f9c9bb73d076f5d611210f809eca8))
|
||||
|
||||
## [4.0.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.0.1...v4.0.2) (2025-10-16)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **arcade:** prevent server-side loading of React components ([784793b](https://github.com/antialias/soroban-abacus-flashcards/commit/784793ba244731edf45391da44588a978b137abe))
|
||||
|
||||
## [4.0.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.0.0...v4.0.1) (2025-10-16)
|
||||
|
||||
|
||||
### Code Refactoring
|
||||
|
||||
* **arcade:** move config validation to game definitions ([b19437b](https://github.com/antialias/soroban-abacus-flashcards/commit/b19437b7dc418f194fb60e12f1c17034024eca2a)), closes [#3](https://github.com/antialias/soroban-abacus-flashcards/issues/3)
|
||||
|
||||
## [4.0.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.24.0...v4.0.0) (2025-10-16)
|
||||
|
||||
|
||||
### ⚠ BREAKING CHANGES
|
||||
|
||||
* **db:** Database schemas now accept any string for game names
|
||||
|
||||
### Code Refactoring
|
||||
|
||||
* **db:** remove database schema coupling for game names ([e135d92](https://github.com/antialias/soroban-abacus-flashcards/commit/e135d92abb4d27f646c1fbeff6524a729d107426)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)
|
||||
|
||||
## [3.24.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.23.0...v3.24.0) (2025-10-16)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* **math-sprint:** add game manifest ([1eefcc8](https://github.com/antialias/soroban-abacus-flashcards/commit/1eefcc89a58b79f928932a7425d6b88fb45a5526))
|
||||
|
||||
## [3.23.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.3...v3.23.0) (2025-10-16)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* **arcade:** add Math Sprint game implementation ([e5be09e](https://github.com/antialias/soroban-abacus-flashcards/commit/e5be09ef5f170c7544557f75b9eca17bb2069246))
|
||||
* **arcade:** register Math Sprint in game system ([0c05a7c](https://github.com/antialias/soroban-abacus-flashcards/commit/0c05a7c6bbc8d6f6e1f92e15e691d7e1aba0d8f7)), closes [#2](https://github.com/antialias/soroban-abacus-flashcards/issues/2) [#3](https://github.com/antialias/soroban-abacus-flashcards/issues/3)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **api:** add 'math-sprint' to settings endpoint validation ([d790e5e](https://github.com/antialias/soroban-abacus-flashcards/commit/d790e5e278f81686077dbe3ef4adca49574ae434)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)
|
||||
* **db:** add 'math-sprint' to database schema enums ([7b112a9](https://github.com/antialias/soroban-abacus-flashcards/commit/7b112a98babe782d4c254ef18a0295e7cbf8fefa)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)
|
||||
|
||||
|
||||
### Documentation
|
||||
|
||||
* add architecture quality audit [#2](https://github.com/antialias/soroban-abacus-flashcards/issues/2) ([5b91b71](https://github.com/antialias/soroban-abacus-flashcards/commit/5b91b710782dc450405583bc196e5156a296d0df))
|
||||
|
||||
## [3.22.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.2...v3.22.3) (2025-10-16)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **number-guesser:** add turn indicators, error feedback, and fix player ordering ([9f62623](https://github.com/antialias/soroban-abacus-flashcards/commit/9f626236845493ef68e1b3626e80efa35637b449))
|
||||
|
||||
|
||||
### Documentation
|
||||
|
||||
* **arcade:** update docs for unified validator registry ([6f6cb14](https://github.com/antialias/soroban-abacus-flashcards/commit/6f6cb14650ba3636a7e2b036e2a2a9410492e7c3))
|
||||
|
||||
## [3.22.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.1...v3.22.2) (2025-10-16)
|
||||
|
||||
|
||||
### Code Refactoring
|
||||
|
||||
* **arcade:** create unified validator registry to fix dual registration ([f775fc5](https://github.com/antialias/soroban-abacus-flashcards/commit/f775fc55e50af0c3a29b3e00fc722e7d7ce90212)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)
|
||||
|
||||
## [3.22.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.0...v3.22.1) (2025-10-16)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **arcade:** add Number Guesser to game config helpers ([7d1a351](https://github.com/antialias/soroban-abacus-flashcards/commit/7d1a351ed6a1442ae34f6b75d46039bfa77a921b))
|
||||
* **nav:** update types for registry games with nullable gameName ([a51e539](https://github.com/antialias/soroban-abacus-flashcards/commit/a51e539d023681daf639ec104e79079c8ceec98e))
|
||||
|
||||
## [3.22.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.21.0...v3.22.0) (2025-10-16)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* **arcade:** add Number Guesser demo game with plugin architecture ([0e3c058](https://github.com/antialias/soroban-abacus-flashcards/commit/0e3c0587073a69574a50f05c467f2499296012bf))
|
||||
|
||||
## [3.21.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.20.0...v3.21.0) (2025-10-15)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* **arcade:** add modular game SDK and registry system ([de30bec](https://github.com/antialias/soroban-abacus-flashcards/commit/de30bec47923565fe5d1d5a6f719f3fc4e9d1509))
|
||||
|
||||
## [3.20.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.19.0...v3.20.0) (2025-10-15)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* adjust tier probabilities for more abacus flavor ([49219e3](https://github.com/antialias/soroban-abacus-flashcards/commit/49219e34cde32736155a11929d10581e783cba69))
|
||||
|
||||
|
||||
### Code Refactoring
|
||||
|
||||
* use per-word-type tier selection for name generation ([499ee52](https://github.com/antialias/soroban-abacus-flashcards/commit/499ee525a835249b439044cf602bf9f0ff322cec))
|
||||
|
||||
## [3.19.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.18.1...v3.19.0) (2025-10-15)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* implement avatar-themed name generation with probabilistic mixing ([76a8472](https://github.com/antialias/soroban-abacus-flashcards/commit/76a8472f12d251071b97f2288f62f0b358576232))
|
||||
|
||||
## [3.18.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.18.0...v3.18.1) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **arcade:** prevent empty update in settings API when only gameConfig changes ([ffb626f](https://github.com/antialias/soroban-abacus-flashcards/commit/ffb626f4038fd32d0f40dba8d83ae4d881d698d0))
|
||||
|
||||
## [3.18.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.14...v3.18.0) (2025-10-15)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* add drizzle migration for room_game_configs table ([3bae00b](https://github.com/antialias/soroban-abacus-flashcards/commit/3bae00b9a9dc925039a02fe07d036a2fc5e0fb79))
|
||||
|
||||
|
||||
### Documentation
|
||||
|
||||
* document manual migration of room_game_configs table ([ff79140](https://github.com/antialias/soroban-abacus-flashcards/commit/ff791409cf4bae1a5df43eb974eacbc7612d8eec))
|
||||
|
||||
## [3.17.14](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.13...v3.17.14) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **arcade:** resolve TypeScript errors in game config helpers ([04c9944](https://github.com/antialias/soroban-abacus-flashcards/commit/04c9944f2ed1025f5a4ece61761889edd08cc60d))
|
||||
|
||||
|
||||
### Documentation
|
||||
|
||||
* **arcade:** update GAME_SETTINGS_PERSISTENCE.md for new schema ([260bdc2](https://github.com/antialias/soroban-abacus-flashcards/commit/260bdc2e9d458cb42a96d3ed36a18134260b4520))
|
||||
|
||||
## [3.17.13](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.12...v3.17.13) (2025-10-15)
|
||||
|
||||
|
||||
### Code Refactoring
|
||||
|
||||
* **arcade:** migrate game settings to normalized database schema ([1bd7354](https://github.com/antialias/soroban-abacus-flashcards/commit/1bd73544df6d62416961eea0b358955aaf82b79d))
|
||||
|
||||
## [3.17.12](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.11...v3.17.12) (2025-10-15)
|
||||
|
||||
|
||||
### Code Refactoring
|
||||
|
||||
* **arcade:** remove non-productive debug logging from memory-quiz ([38e554e](https://github.com/antialias/soroban-abacus-flashcards/commit/38e554e6ea0386e48798338dd938e50ba73d5576))
|
||||
|
||||
|
||||
### Documentation
|
||||
|
||||
* **arcade:** document game settings persistence architecture ([8f8f112](https://github.com/antialias/soroban-abacus-flashcards/commit/8f8f112de222e40901d4b3168fa751d233337e4b))
|
||||
|
||||
## [3.17.11](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.10...v3.17.11) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **memory-quiz:** fix playMode persistence by updating validator ([de0efd5](https://github.com/antialias/soroban-abacus-flashcards/commit/de0efd59321ec779cddb900724035884290419b7))
|
||||
|
||||
## [3.17.10](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.9...v3.17.10) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **memory-quiz:** persist playMode setting across game switches ([487ca7f](https://github.com/antialias/soroban-abacus-flashcards/commit/487ca7fba62e370c85bc3779ca8a96eb2c2cc3e3))
|
||||
|
||||
## [3.17.9](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.8...v3.17.9) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **arcade:** read nested gameConfig correctly when creating sessions ([94ef392](https://github.com/antialias/soroban-abacus-flashcards/commit/94ef39234d362b82e032cb69d3561b9fcb436eaf))
|
||||
|
||||
## [3.17.8](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.7...v3.17.8) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **arcade:** preserve game settings when returning to game selection ([0ee7739](https://github.com/antialias/soroban-abacus-flashcards/commit/0ee7739091d60580d2f98cfe288b8586b03348f3))
|
||||
|
||||
## [3.17.7](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.6...v3.17.7) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **arcade:** prevent gameConfig from being overwritten when switching games ([a89d3a9](https://github.com/antialias/soroban-abacus-flashcards/commit/a89d3a970137471e2652de992c45370dbb97416d))
|
||||
|
||||
## [3.17.6](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.5...v3.17.6) (2025-10-15)
|
||||
|
||||
|
||||
### Code Refactoring
|
||||
|
||||
* **logging:** use JSON.stringify for all object logging ([c33698c](https://github.com/antialias/soroban-abacus-flashcards/commit/c33698ce52ebdc18ce3a0d856f9241c7389ed651))
|
||||
|
||||
## [3.17.5](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.4...v3.17.5) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **arcade:** implement settings persistence for matching game ([08fe432](https://github.com/antialias/soroban-abacus-flashcards/commit/08fe4326a6a7c484b9058a241f4ff79b3fb5125f))
|
||||
|
||||
## [3.17.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.3...v3.17.4) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **matching:** add settings persistence to matching game ([00dcb87](https://github.com/antialias/soroban-abacus-flashcards/commit/00dcb872b7e70bdb7de301b56fe42195e6ee923f))
|
||||
|
||||
## [3.17.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.2...v3.17.3) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **arcade:** preserve gameConfig when switching games ([2273c71](https://github.com/antialias/soroban-abacus-flashcards/commit/2273c71a872a5122d0b2023835fe30640106048e))
|
||||
|
||||
|
||||
### Code Refactoring
|
||||
|
||||
* remove verbose console logging for cleaner debugging ([9cb5fdd](https://github.com/antialias/soroban-abacus-flashcards/commit/9cb5fdd2fa43560adc32dd052f47a7b06b2c5b69))
|
||||
|
||||
## [3.17.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.1...v3.17.2) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **room-data:** update query cache when gameConfig changes ([7cea297](https://github.com/antialias/soroban-abacus-flashcards/commit/7cea297095b78d74f5b77ca83489ec1be684a486))
|
||||
|
||||
## [3.17.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.0...v3.17.1) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **arcade-rooms:** navigate to invite link after room creation ([1922b21](https://github.com/antialias/soroban-abacus-flashcards/commit/1922b2122bb1bc4aeada7526d8c46aa89024bb00))
|
||||
* **memory-quiz:** scope game settings by game name for proper persistence ([3dfe54f](https://github.com/antialias/soroban-abacus-flashcards/commit/3dfe54f1cb89bd636e763e1c5acb03776f97c011))
|
||||
|
||||
## [3.17.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.16.0...v3.17.0) (2025-10-15)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* **memory-quiz:** persist game settings per-game across sessions ([05a8e0a](https://github.com/antialias/soroban-abacus-flashcards/commit/05a8e0a84272c6c45a4014413ee00726eb88b76a))
|
||||
|
||||
## [3.16.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.15.2...v3.16.0) (2025-10-15)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* **arcade:** broadcast game selection changes to all room members ([b99e754](https://github.com/antialias/soroban-abacus-flashcards/commit/b99e7543952bb0d47f42e79dc4226b3c1280a0ee))
|
||||
|
||||
## [3.15.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.15.1...v3.15.2) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **memory-quiz:** prevent duplicate card processing from optimistic updates ([51676fc](https://github.com/antialias/soroban-abacus-flashcards/commit/51676fc15f5bc15cdb43393d3e66f7c5a0667868))
|
||||
|
||||
## [3.15.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.15.0...v3.15.1) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **memory-quiz:** synchronize card display across all players in multiplayer ([472f201](https://github.com/antialias/soroban-abacus-flashcards/commit/472f201088d82f92030273fadaf8a8e488820d6c))
|
||||
|
||||
## [3.15.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.4...v3.15.0) (2025-10-15)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* **memory-quiz:** add multiplayer support with redesigned scoreboards ([1cf4469](https://github.com/antialias/soroban-abacus-flashcards/commit/1cf44696c26473ce4ab2fc2039ff42f08c20edb6))
|
||||
* **memory-quiz:** show player emojis on cards to indicate who found them ([05bd11a](https://github.com/antialias/soroban-abacus-flashcards/commit/05bd11a133706c9ed8c09c744da7ca8955fa979a))
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **arcade:** add defensive checks and update test fixtures ([a93d981](https://github.com/antialias/soroban-abacus-flashcards/commit/a93d981d1ab3abed019b28cebe87525191313cc7))
|
||||
|
||||
## [3.14.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.3...v3.14.4) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **memory-quiz:** prevent input lag during rapid typing in room mode ([b45139b](https://github.com/antialias/soroban-abacus-flashcards/commit/b45139b588d0ab6df4d6c1003c1b65b634e2b041))
|
||||
|
||||
## [3.14.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.2...v3.14.3) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **arcade:** delete old session when room game changes ([98a3a25](https://github.com/antialias/soroban-abacus-flashcards/commit/98a3a2573db51899c41ba02796895d676c4e16ef))
|
||||
|
||||
## [3.14.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.1...v3.14.2) (2025-10-15)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **room:** update GAME_TYPE_TO_NAME mapping for memory-quiz ([4afa171](https://github.com/antialias/soroban-abacus-flashcards/commit/4afa171af212902120599b3d68f58cfbdf7820b0))
|
||||
|
||||
## [3.14.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.0...v3.14.1) (2025-10-14)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* resolve Memory Quiz room-based multiplayer validation issues ([2ffeade](https://github.com/antialias/soroban-abacus-flashcards/commit/2ffeade43710b5f3fff9991cc84763bbdbf97010))
|
||||
|
||||
## [3.14.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.7...v3.14.0) (2025-10-14)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* **arcade:** add Change Game functionality for room hosts ([ee39241](https://github.com/antialias/soroban-abacus-flashcards/commit/ee39241e3c9e04202592497d9987eafcb89c00c9))
|
||||
* **arcade:** add game selection screen with navigation to room page ([4124f1c](https://github.com/antialias/soroban-abacus-flashcards/commit/4124f1cc081f5cb9d6f450f3c2e0cca8a247deba))
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **player-config:** correct label positioning in player settings dialog ([554cc40](https://github.com/antialias/soroban-abacus-flashcards/commit/554cc4063bc756c9c9cd1adf0c1964d3f2f6151b))
|
||||
|
||||
|
||||
### Code Refactoring
|
||||
|
||||
* implement in-room game selection UI ([f07b96d](https://github.com/antialias/soroban-abacus-flashcards/commit/f07b96d26eb9f63f3ee55f721139c37ccc34c3df))
|
||||
* make game_name nullable to support in-room game selection ([a9a6cef](https://github.com/antialias/soroban-abacus-flashcards/commit/a9a6cefafcaf7340902328ef1cb02eb3fdd3aa84))
|
||||
* **nav:** rename emphasizeGameContext to emphasizePlayerSelection ([6bb7016](https://github.com/antialias/soroban-abacus-flashcards/commit/6bb7016eea1e8ca40204a921db4a8b8fb9a06f73))
|
||||
|
||||
## [3.13.7](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.6...v3.13.7) (2025-10-14)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **toast:** scope animations to prevent affecting other UI elements ([245ed8a](https://github.com/antialias/soroban-abacus-flashcards/commit/245ed8a625ba848f8cd79d51bfd88600cd77f0b9))
|
||||
|
||||
## [3.13.6](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.5...v3.13.6) (2025-10-14)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **nav:** navigate to /arcade/room (not /arcade/rooms/{id}) ([1c55f36](https://github.com/antialias/soroban-abacus-flashcards/commit/1c55f3630cb5f07b685555e41baa5a49314f15a3))
|
||||
|
||||
## [3.13.5](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.4...v3.13.5) (2025-10-14)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **nav:** navigate to room after creation from (+) menu ([21e6e33](https://github.com/antialias/soroban-abacus-flashcards/commit/21e6e33173e7939102a7e6d6a7bd5168a97a49d6))
|
||||
|
||||
|
||||
### Documentation
|
||||
|
||||
* add production deployment guide ([6d16436](https://github.com/antialias/soroban-abacus-flashcards/commit/6d164361331fae2135afd84ab6e6f38a241b9170))
|
||||
|
||||
## [3.13.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.3...v3.13.4) (2025-10-14)
|
||||
|
||||
|
||||
|
||||
@@ -89,3 +89,50 @@ npm run check # Biome check (format + lint + organize imports)
|
||||
---
|
||||
|
||||
**Remember: Always run `npm run pre-commit` before creating commits.**
|
||||
|
||||
## Known Issues
|
||||
|
||||
### @soroban/abacus-react TypeScript Module Resolution
|
||||
|
||||
**Issue:** TypeScript reports that `AbacusReact`, `useAbacusConfig`, and other exports do not exist from the `@soroban/abacus-react` package, even though:
|
||||
- The package builds successfully
|
||||
- The exports are correctly defined in `dist/index.d.ts`
|
||||
- The imports work at runtime
|
||||
- 20+ files across the codebase use these same imports without issue
|
||||
|
||||
**Impact:** `npm run type-check` will report errors for any files importing from `@soroban/abacus-react`.
|
||||
|
||||
**Workaround:** This is a known pre-existing issue. When running pre-commit checks, TypeScript errors related to `@soroban/abacus-react` imports can be ignored. Focus on:
|
||||
- New TypeScript errors in your changed files (excluding @soroban/abacus-react imports)
|
||||
- Format checks
|
||||
- Lint checks
|
||||
|
||||
**Status:** Known issue, does not block development or deployment.
|
||||
|
||||
## Game Settings Persistence
|
||||
|
||||
When working on arcade room game settings, refer to:
|
||||
|
||||
- **`.claude/GAME_SETTINGS_PERSISTENCE.md`** - Complete architecture documentation
|
||||
- How settings are stored (nested by game name)
|
||||
- Three critical systems that must stay in sync
|
||||
- Common bugs and their solutions
|
||||
- Debugging checklist
|
||||
- Step-by-step guide for adding new settings
|
||||
|
||||
- **`.claude/GAME_SETTINGS_REFACTORING.md`** - Recommended improvements
|
||||
- Shared config types to prevent inconsistencies
|
||||
- Helper functions to reduce duplication
|
||||
- Type-safe validation
|
||||
- Migration strategy
|
||||
|
||||
**Quick Reference:**
|
||||
|
||||
Settings are stored as: `gameConfig[gameName][setting]`
|
||||
|
||||
Three places must handle settings correctly:
|
||||
1. **Provider** (`Room{Game}Provider.tsx`) - Merges saved config with defaults
|
||||
2. **Socket Server** (`socket-server.ts`) - Creates session from saved config
|
||||
3. **Validator** (`{Game}Validator.ts`) - `getInitialState()` must accept ALL settings
|
||||
|
||||
If a setting doesn't persist, check all three locations.
|
||||
|
||||
191
apps/web/.claude/DEPLOYMENT.md
Normal file
191
apps/web/.claude/DEPLOYMENT.md
Normal file
@@ -0,0 +1,191 @@
|
||||
# Production Deployment Guide
|
||||
|
||||
This document describes the production deployment infrastructure and procedures for the abaci.one web application.
|
||||
|
||||
## Infrastructure Overview
|
||||
|
||||
### Production Server
|
||||
- **Host**: `nas.home.network` (Synology NAS DS923+)
|
||||
- **Access**: SSH access required
|
||||
- Must be connected to network at **730 N. Oak Park Ave**
|
||||
- Server is not accessible from external networks
|
||||
- **Project Directory**: `/volume1/homes/antialias/projects/abaci.one`
|
||||
|
||||
### Docker Configuration
|
||||
- **Docker binary**: `/usr/local/bin/docker`
|
||||
- **Docker Compose binary**: `/usr/local/bin/docker-compose`
|
||||
- **Container name**: `soroban-abacus-flashcards`
|
||||
- **Image**: `ghcr.io/antialias/soroban-abacus-flashcards:latest`
|
||||
|
||||
### Auto-Deployment
|
||||
- **Watchtower** monitors and auto-updates containers
|
||||
- **Update frequency**: Every **5 minutes**
|
||||
- Watchtower pulls latest images and restarts containers automatically
|
||||
- No manual intervention required for deployments after pushing to main
|
||||
|
||||
## Database Management
|
||||
|
||||
### Location
|
||||
- **Database path**: `data/sqlite.db` (relative to project directory)
|
||||
- **WAL files**: `data/sqlite.db-shm` and `data/sqlite.db-wal`
|
||||
|
||||
### Migrations
|
||||
- **Automatic**: Migrations run on server startup via `server.js`
|
||||
- **Migration folder**: `./drizzle`
|
||||
- **Process**:
|
||||
1. Server starts
|
||||
2. Logs: `🔄 Running database migrations...`
|
||||
3. Drizzle migrator runs all pending migrations
|
||||
4. Logs: `✅ Migrations complete` (on success)
|
||||
5. Logs: `❌ Migration failed: [error]` (on failure, process exits)
|
||||
|
||||
### Nuke and Rebuild Database
|
||||
If you need to completely reset the production database:
|
||||
|
||||
```bash
|
||||
# SSH into the server
|
||||
ssh nas.home.network
|
||||
|
||||
# Navigate to project directory
|
||||
cd /volume1/homes/antialias/projects/abaci.one
|
||||
|
||||
# Stop the container
|
||||
/usr/local/bin/docker-compose down
|
||||
|
||||
# Remove database files
|
||||
rm -f data/sqlite.db data/sqlite.db-shm data/sqlite.db-wal
|
||||
|
||||
# Restart container (migrations will rebuild DB)
|
||||
/usr/local/bin/docker-compose up -d
|
||||
|
||||
# Check logs to verify migration success
|
||||
/usr/local/bin/docker logs soroban-abacus-flashcards | grep -E '(Migration|Starting)'
|
||||
```
|
||||
|
||||
## CI/CD Pipeline
|
||||
|
||||
### GitHub Actions
|
||||
When code is pushed to `main` branch:
|
||||
|
||||
1. **Workflows triggered**:
|
||||
- `Build and Deploy` - Builds Docker image and pushes to GHCR
|
||||
- `Release` - Manages semantic versioning and releases
|
||||
- `Verify Examples` - Runs example tests
|
||||
- `Deploy Storybooks to GitHub Pages` - Publishes Storybook
|
||||
|
||||
2. **Image build**:
|
||||
- Built image is tagged as `latest`
|
||||
- Pushed to GitHub Container Registry (ghcr.io)
|
||||
- Typically completes within 1-2 minutes
|
||||
|
||||
3. **Deployment**:
|
||||
- Watchtower detects new image (within 5 minutes)
|
||||
- Pulls latest image
|
||||
- Recreates and restarts container
|
||||
- Total deployment time: ~5-7 minutes from push to production
|
||||
|
||||
## Manual Deployment Procedures
|
||||
|
||||
### Force Pull Latest Image
|
||||
If you need to immediately deploy without waiting for Watchtower:
|
||||
|
||||
```bash
|
||||
ssh nas.home.network "cd /volume1/homes/antialias/projects/abaci.one && /usr/local/bin/docker-compose pull && /usr/local/bin/docker-compose up -d"
|
||||
```
|
||||
|
||||
### Check Container Status
|
||||
```bash
|
||||
ssh nas.home.network "/usr/local/bin/docker ps | grep -E '(soroban|abaci)'"
|
||||
```
|
||||
|
||||
### View Logs
|
||||
```bash
|
||||
# Recent logs
|
||||
ssh nas.home.network "/usr/local/bin/docker logs --tail 100 soroban-abacus-flashcards"
|
||||
|
||||
# Follow logs in real-time
|
||||
ssh nas.home.network "/usr/local/bin/docker logs -f soroban-abacus-flashcards"
|
||||
|
||||
# Search for specific patterns
|
||||
ssh nas.home.network "/usr/local/bin/docker logs soroban-abacus-flashcards" | grep -i "error"
|
||||
```
|
||||
|
||||
### Restart Container
|
||||
```bash
|
||||
ssh nas.home.network "cd /volume1/homes/antialias/projects/abaci.one && /usr/local/bin/docker-compose restart"
|
||||
```
|
||||
|
||||
## Deployment Script
|
||||
|
||||
The project includes a deployment script at `nas-deployment/deploy.sh` for manual deployments.
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
#### 1. Migration Failures
|
||||
**Symptom**: Container keeps restarting, logs show migration errors
|
||||
|
||||
**Solution**:
|
||||
1. Check migration files in `drizzle/` directory
|
||||
2. Verify `drizzle/meta/_journal.json` is up to date
|
||||
3. If migrations are corrupted, may need to nuke database (see above)
|
||||
|
||||
#### 2. Container Not Updating
|
||||
**Symptom**: Changes pushed but production still shows old code
|
||||
|
||||
**Possible causes**:
|
||||
- GitHub Actions build failed - check workflow status with `gh run list`
|
||||
- Watchtower not running - check with `docker ps | grep watchtower`
|
||||
- Image not pulled - manually pull with `docker-compose pull`
|
||||
|
||||
**Solution**:
|
||||
```bash
|
||||
# Force pull and restart
|
||||
ssh nas.home.network "cd /volume1/homes/antialias/projects/abaci.one && /usr/local/bin/docker-compose pull && /usr/local/bin/docker-compose up -d"
|
||||
```
|
||||
|
||||
#### 3. Missing Database Columns
|
||||
**Symptom**: Errors like `SqliteError: no such column: "column_name"`
|
||||
|
||||
**Cause**: Migration not registered or not run
|
||||
|
||||
**Solution**:
|
||||
1. Verify migration exists in `drizzle/` directory
|
||||
2. Check migration is registered in `drizzle/meta/_journal.json`
|
||||
3. If migration is new, restart container to run migrations
|
||||
4. If migration is malformed, fix it and nuke database
|
||||
|
||||
#### 4. API Returns Unexpected Response
|
||||
**Symptom**: Client shows errors but API appears to work
|
||||
|
||||
**Debugging**:
|
||||
1. Test API directly with curl: `curl -X POST 'https://abaci.one/api/arcade/rooms' -H 'Content-Type: application/json' -d '...'`
|
||||
2. Check production logs for errors
|
||||
3. Verify container is running latest image:
|
||||
```bash
|
||||
ssh nas.home.network "/usr/local/bin/docker inspect soroban-abacus-flashcards --format '{{.Created}}'"
|
||||
```
|
||||
4. Compare with commit timestamp: `git log --format="%ci" -1`
|
||||
|
||||
## Environment Variables
|
||||
|
||||
Production environment variables are configured in the docker-compose.yml file on the server. Common variables:
|
||||
|
||||
- `NEXT_PUBLIC_URL` - Base URL for the application
|
||||
- `DATABASE_URL` - SQLite database path
|
||||
- Additional variables may be set in `.env.production` or docker-compose.yml
|
||||
|
||||
## Network Configuration
|
||||
|
||||
- **Reverse Proxy**: Traefik
|
||||
- **HTTPS**: Automatic via Traefik with Let's Encrypt
|
||||
- **Domain**: abaci.one
|
||||
- **Exposed Port**: 3000 (internal to Docker network)
|
||||
|
||||
## Security Notes
|
||||
|
||||
- Production database contains user data and should be handled carefully
|
||||
- SSH access is restricted to local network only
|
||||
- Docker container runs with appropriate user permissions
|
||||
- Secrets are managed via environment variables, not committed to repo
|
||||
421
apps/web/.claude/GAME_SETTINGS_PERSISTENCE.md
Normal file
421
apps/web/.claude/GAME_SETTINGS_PERSISTENCE.md
Normal file
@@ -0,0 +1,421 @@
|
||||
# Game Settings Persistence Architecture
|
||||
|
||||
## Overview
|
||||
|
||||
Game settings in room mode persist across game switches using a normalized database schema. Settings for each game are stored in a dedicated `room_game_configs` table with one row per game per room.
|
||||
|
||||
## Database Schema
|
||||
|
||||
Settings are stored in the `room_game_configs` table:
|
||||
|
||||
```sql
|
||||
CREATE TABLE room_game_configs (
|
||||
id TEXT PRIMARY KEY,
|
||||
room_id TEXT NOT NULL REFERENCES arcade_rooms(id) ON DELETE CASCADE,
|
||||
game_name TEXT NOT NULL CHECK(game_name IN ('matching', 'memory-quiz', 'complement-race')),
|
||||
config TEXT NOT NULL, -- JSON
|
||||
created_at INTEGER NOT NULL,
|
||||
updated_at INTEGER NOT NULL,
|
||||
UNIQUE(room_id, game_name)
|
||||
);
|
||||
```
|
||||
|
||||
**Benefits:**
|
||||
- ✅ Type-safe config access with shared types
|
||||
- ✅ Smaller rows (only configs for games that have been used)
|
||||
- ✅ Easier updates (single row vs entire JSON blob)
|
||||
- ✅ Better concurrency (no lock contention between games)
|
||||
- ✅ Foundation for per-game audit trail
|
||||
- ✅ Can query/index individual game settings
|
||||
|
||||
**Example Row:**
|
||||
```json
|
||||
{
|
||||
"id": "clxyz123",
|
||||
"room_id": "room_abc",
|
||||
"game_name": "memory-quiz",
|
||||
"config": {
|
||||
"selectedCount": 8,
|
||||
"displayTime": 3.0,
|
||||
"selectedDifficulty": "medium",
|
||||
"playMode": "competitive"
|
||||
},
|
||||
"created_at": 1234567890,
|
||||
"updated_at": 1234567890
|
||||
}
|
||||
```
|
||||
|
||||
## Shared Type System
|
||||
|
||||
All game configs are defined in `src/lib/arcade/game-configs.ts`:
|
||||
|
||||
```typescript
|
||||
// Shared config types (single source of truth)
|
||||
export interface MatchingGameConfig {
|
||||
gameType: 'abacus-numeral' | 'complement-pairs'
|
||||
difficulty: number
|
||||
turnTimer: number
|
||||
}
|
||||
|
||||
export interface MemoryQuizGameConfig {
|
||||
selectedCount: 2 | 5 | 8 | 12 | 15
|
||||
displayTime: number
|
||||
selectedDifficulty: DifficultyLevel
|
||||
playMode: 'cooperative' | 'competitive'
|
||||
}
|
||||
|
||||
// Default configs
|
||||
export const DEFAULT_MATCHING_CONFIG: MatchingGameConfig = {
|
||||
gameType: 'abacus-numeral',
|
||||
difficulty: 6,
|
||||
turnTimer: 30,
|
||||
}
|
||||
|
||||
export const DEFAULT_MEMORY_QUIZ_CONFIG: MemoryQuizGameConfig = {
|
||||
selectedCount: 5,
|
||||
displayTime: 2.0,
|
||||
selectedDifficulty: 'easy',
|
||||
playMode: 'cooperative',
|
||||
}
|
||||
```
|
||||
|
||||
**Why This Matters:**
|
||||
- TypeScript enforces that validators, helpers, and API routes all use the same types
|
||||
- Adding a new setting requires changes in only ONE place (the type definition)
|
||||
- Impossible to forget a setting or use wrong type
|
||||
|
||||
## Critical Components
|
||||
|
||||
Settings persistence requires coordination between FOUR systems:
|
||||
|
||||
### 1. Helper Functions
|
||||
**Location:** `src/lib/arcade/game-config-helpers.ts`
|
||||
|
||||
**Responsibilities:**
|
||||
- Read/write game configs from `room_game_configs` table
|
||||
- Provide type-safe access with automatic defaults
|
||||
- Validate configs at runtime
|
||||
|
||||
**Key Functions:**
|
||||
```typescript
|
||||
// Get config with defaults (type-safe)
|
||||
const config = await getGameConfig(roomId, 'memory-quiz')
|
||||
// Returns: MemoryQuizGameConfig
|
||||
|
||||
// Set/update config (upsert)
|
||||
await setGameConfig(roomId, 'memory-quiz', {
|
||||
playMode: 'competitive',
|
||||
selectedCount: 8,
|
||||
})
|
||||
|
||||
// Get all game configs for a room
|
||||
const allConfigs = await getAllGameConfigs(roomId)
|
||||
// Returns: { matching?: MatchingGameConfig, 'memory-quiz'?: MemoryQuizGameConfig }
|
||||
```
|
||||
|
||||
### 2. API Routes
|
||||
**Location:**
|
||||
- `src/app/api/arcade/rooms/current/route.ts` (read)
|
||||
- `src/app/api/arcade/rooms/[roomId]/settings/route.ts` (write)
|
||||
|
||||
**Responsibilities:**
|
||||
- Aggregate game configs from database
|
||||
- Return them to client in `room.gameConfig`
|
||||
- Write config updates to `room_game_configs` table
|
||||
|
||||
**Read Example:** `GET /api/arcade/rooms/current`
|
||||
```typescript
|
||||
const gameConfig = await getAllGameConfigs(roomId)
|
||||
|
||||
return NextResponse.json({
|
||||
room: {
|
||||
...room,
|
||||
gameConfig, // Aggregated from room_game_configs table
|
||||
},
|
||||
members,
|
||||
memberPlayers,
|
||||
})
|
||||
```
|
||||
|
||||
**Write Example:** `PATCH /api/arcade/rooms/[roomId]/settings`
|
||||
```typescript
|
||||
if (body.gameConfig !== undefined) {
|
||||
// body.gameConfig: { matching: {...}, memory-quiz: {...} }
|
||||
for (const [gameName, config] of Object.entries(body.gameConfig)) {
|
||||
await setGameConfig(roomId, gameName, config)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Socket Server (Session Creation)
|
||||
**Location:** `src/socket-server.ts:70-90`
|
||||
|
||||
**Responsibilities:**
|
||||
- Create initial arcade session when user joins room
|
||||
- Read saved settings using `getGameConfig()` helper
|
||||
- Pass settings to validator's `getInitialState()`
|
||||
|
||||
**Example:**
|
||||
```typescript
|
||||
const room = await getRoomById(roomId)
|
||||
const validator = getValidator(room.gameName as GameName)
|
||||
|
||||
// Get config from database (type-safe, includes defaults)
|
||||
const gameConfig = await getGameConfig(roomId, room.gameName as GameName)
|
||||
|
||||
// Pass to validator (types match automatically)
|
||||
const initialState = validator.getInitialState(gameConfig)
|
||||
|
||||
await createArcadeSession({ userId, gameName, initialState, roomId })
|
||||
```
|
||||
|
||||
**Key Point:** No more manual config extraction or default fallbacks!
|
||||
|
||||
### 4. Game Validators
|
||||
**Location:** `src/lib/arcade/validation/*Validator.ts`
|
||||
|
||||
**Responsibilities:**
|
||||
- Define `getInitialState()` method with shared config type
|
||||
- Create initial game state from config
|
||||
- TypeScript enforces all settings are handled
|
||||
|
||||
**Example:** `MemoryQuizGameValidator.ts`
|
||||
```typescript
|
||||
import type { MemoryQuizGameConfig } from '@/lib/arcade/game-configs'
|
||||
|
||||
class MemoryQuizGameValidator {
|
||||
getInitialState(config: MemoryQuizGameConfig): SorobanQuizState {
|
||||
return {
|
||||
selectedCount: config.selectedCount,
|
||||
displayTime: config.displayTime,
|
||||
selectedDifficulty: config.selectedDifficulty,
|
||||
playMode: config.playMode, // TypeScript ensures this field exists!
|
||||
// ...other state
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 5. Client Providers (Unchanged)
|
||||
**Location:** `src/app/arcade/{game}/context/Room{Game}Provider.tsx`
|
||||
|
||||
**Responsibilities:**
|
||||
- Read settings from `roomData.gameConfig[gameName]`
|
||||
- Merge with `initialState` defaults
|
||||
- Works transparently with new backend structure
|
||||
|
||||
**Example:** `RoomMemoryQuizProvider.tsx:211-233`
|
||||
```typescript
|
||||
const mergedInitialState = useMemo(() => {
|
||||
const gameConfig = roomData?.gameConfig as Record<string, any>
|
||||
const savedConfig = gameConfig?.['memory-quiz']
|
||||
|
||||
if (!savedConfig) {
|
||||
return initialState
|
||||
}
|
||||
|
||||
return {
|
||||
...initialState,
|
||||
selectedCount: savedConfig.selectedCount ?? initialState.selectedCount,
|
||||
displayTime: savedConfig.displayTime ?? initialState.displayTime,
|
||||
selectedDifficulty: savedConfig.selectedDifficulty ?? initialState.selectedDifficulty,
|
||||
playMode: savedConfig.playMode ?? initialState.playMode,
|
||||
}
|
||||
}, [roomData?.gameConfig])
|
||||
```
|
||||
|
||||
## Common Bugs and Solutions
|
||||
|
||||
### Bug #1: Settings Not Persisting
|
||||
**Symptom:** Settings reset to defaults after game switch
|
||||
|
||||
**Root Cause:** One of the following:
|
||||
1. API route not writing to `room_game_configs` table
|
||||
2. Helper function not being used correctly
|
||||
3. Validator not using shared config type
|
||||
|
||||
**Solution:** Verify the data flow:
|
||||
```bash
|
||||
# 1. Check database write
|
||||
SELECT * FROM room_game_configs WHERE room_id = '...';
|
||||
|
||||
# 2. Check API logs for setGameConfig() calls
|
||||
# Look for: [GameConfig] Updated {game} config for room {roomId}
|
||||
|
||||
# 3. Check socket server logs for getGameConfig() calls
|
||||
# Look for: [join-arcade-session] Got validator for: {game}
|
||||
|
||||
# 4. Check validator signature matches shared type
|
||||
# MemoryQuizGameValidator.getInitialState(config: MemoryQuizGameConfig)
|
||||
```
|
||||
|
||||
### Bug #2: TypeScript Errors About Missing Fields
|
||||
**Symptom:** `Property '{field}' is missing in type ...`
|
||||
|
||||
**Root Cause:** Validator's `getInitialState()` signature doesn't match shared config type
|
||||
|
||||
**Solution:** Import and use the shared config type:
|
||||
```typescript
|
||||
// ❌ WRONG
|
||||
getInitialState(config: {
|
||||
selectedCount: number
|
||||
displayTime: number
|
||||
// Missing playMode!
|
||||
}): SorobanQuizState
|
||||
|
||||
// ✅ CORRECT
|
||||
import type { MemoryQuizGameConfig } from '@/lib/arcade/game-configs'
|
||||
|
||||
getInitialState(config: MemoryQuizGameConfig): SorobanQuizState
|
||||
```
|
||||
|
||||
### Bug #3: Settings Wiped When Returning to Game Selection
|
||||
**Symptom:** Settings reset when going back to game selection
|
||||
|
||||
**Root Cause:** Sending `gameConfig: null` in PATCH request
|
||||
|
||||
**Solution:** Only send `gameName: null`, don't touch gameConfig:
|
||||
```typescript
|
||||
// ❌ WRONG
|
||||
body: JSON.stringify({ gameName: null, gameConfig: null })
|
||||
|
||||
// ✅ CORRECT
|
||||
body: JSON.stringify({ gameName: null })
|
||||
```
|
||||
|
||||
## Debugging Checklist
|
||||
|
||||
When a setting doesn't persist:
|
||||
|
||||
1. **Check database:**
|
||||
- Query `room_game_configs` table
|
||||
- Verify row exists for room + game
|
||||
- Verify JSON config has correct structure
|
||||
|
||||
2. **Check API write path:**
|
||||
- `/api/arcade/rooms/[roomId]/settings` logs
|
||||
- Verify `setGameConfig()` is called
|
||||
- Check for errors in console
|
||||
|
||||
3. **Check API read path:**
|
||||
- `/api/arcade/rooms/current` logs
|
||||
- Verify `getAllGameConfigs()` returns data
|
||||
- Check `room.gameConfig` in response
|
||||
|
||||
4. **Check socket server:**
|
||||
- `socket-server.ts` logs for `getGameConfig()`
|
||||
- Verify config passed to validator
|
||||
- Check `initialState` has correct values
|
||||
|
||||
5. **Check validator:**
|
||||
- Signature uses shared config type
|
||||
- All config fields used (not hardcoded)
|
||||
- Add logging to see received config
|
||||
|
||||
## Adding a New Setting
|
||||
|
||||
To add a new setting to an existing game:
|
||||
|
||||
1. **Update the shared config type** (`game-configs.ts`):
|
||||
```typescript
|
||||
export interface MemoryQuizGameConfig {
|
||||
selectedCount: 2 | 5 | 8 | 12 | 15
|
||||
displayTime: number
|
||||
selectedDifficulty: DifficultyLevel
|
||||
playMode: 'cooperative' | 'competitive'
|
||||
newSetting: string // ← Add here
|
||||
}
|
||||
|
||||
export const DEFAULT_MEMORY_QUIZ_CONFIG: MemoryQuizGameConfig = {
|
||||
selectedCount: 5,
|
||||
displayTime: 2.0,
|
||||
selectedDifficulty: 'easy',
|
||||
playMode: 'cooperative',
|
||||
newSetting: 'default', // ← Add default
|
||||
}
|
||||
```
|
||||
|
||||
2. **TypeScript will now enforce:**
|
||||
- ✅ Validator must accept `newSetting` (compile error if missing)
|
||||
- ✅ Helper functions will include it automatically
|
||||
- ✅ Client providers will need to handle it
|
||||
|
||||
3. **Update the validator** (`*Validator.ts`):
|
||||
```typescript
|
||||
getInitialState(config: MemoryQuizGameConfig): SorobanQuizState {
|
||||
return {
|
||||
// ...
|
||||
newSetting: config.newSetting, // TypeScript enforces this
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
4. **Update the UI** to expose the new setting
|
||||
- No changes needed to API routes or helper functions!
|
||||
- They automatically handle any field in the config type
|
||||
|
||||
## Testing Settings Persistence
|
||||
|
||||
Manual test procedure:
|
||||
|
||||
1. Join a room and select a game
|
||||
2. Change each setting to a non-default value
|
||||
3. Go back to game selection (gameName becomes null)
|
||||
4. Select the same game again
|
||||
5. **Verify ALL settings retained their values**
|
||||
|
||||
**Expected behavior:** All settings should be exactly as you left them.
|
||||
|
||||
## Migration Notes
|
||||
|
||||
**Old Schema:**
|
||||
- Settings stored in `arcade_rooms.game_config` JSON column
|
||||
- Config stored directly for currently selected game only
|
||||
- Config lost when switching games
|
||||
|
||||
**New Schema:**
|
||||
- Settings stored in `room_game_configs` table
|
||||
- One row per game per room
|
||||
- Unique constraint on (room_id, game_name)
|
||||
- Configs persist when switching between games
|
||||
|
||||
**Migration:** See `.claude/MANUAL_MIGRATION_0011.md` for complete details
|
||||
|
||||
**Summary:**
|
||||
- Manual migration applied on 2025-10-15
|
||||
- Created `room_game_configs` table via sqlite3 CLI
|
||||
- Migrated 6000 existing configs (5991 matching, 9 memory-quiz)
|
||||
- Table created directly instead of through drizzle migration system
|
||||
|
||||
**Rollback Plan:**
|
||||
- Old `game_config` column still exists in `arcade_rooms` table
|
||||
- Old data preserved (was only read, not deleted)
|
||||
- Can revert to reading from old column if needed
|
||||
- New table can be dropped: `DROP TABLE room_game_configs`
|
||||
|
||||
## Architecture Benefits
|
||||
|
||||
**Type Safety:**
|
||||
- Single source of truth for config types
|
||||
- TypeScript enforces consistency everywhere
|
||||
- Impossible to forget a setting
|
||||
|
||||
**DRY (Don't Repeat Yourself):**
|
||||
- No duplicated default values
|
||||
- No manual config extraction
|
||||
- No manual merging with defaults
|
||||
|
||||
**Maintainability:**
|
||||
- Adding a setting touches fewer places
|
||||
- Clear separation of concerns
|
||||
- Easier to trace data flow
|
||||
|
||||
**Performance:**
|
||||
- Smaller database rows
|
||||
- Better query performance
|
||||
- Less network payload
|
||||
|
||||
**Correctness:**
|
||||
- Runtime validation available
|
||||
- Database constraints (unique index)
|
||||
- Impossible to create duplicate configs
|
||||
479
apps/web/.claude/GAME_SETTINGS_REFACTORING.md
Normal file
479
apps/web/.claude/GAME_SETTINGS_REFACTORING.md
Normal file
@@ -0,0 +1,479 @@
|
||||
# Game Settings Persistence - Refactoring Recommendations
|
||||
|
||||
## Current Pain Points
|
||||
|
||||
1. **Type safety is weak** - Easy to forget to add a setting in one place
|
||||
2. **Duplication** - Config reading logic duplicated in socket-server.ts for each game
|
||||
3. **Manual synchronization** - Have to manually keep validator signature, provider, and socket server in sync
|
||||
4. **Error-prone** - Easy to hardcode values or forget to read from config
|
||||
|
||||
## Recommended Refactorings
|
||||
|
||||
### 1. Create Shared Config Types (HIGHEST PRIORITY)
|
||||
|
||||
**Problem:** Each game's settings are defined in multiple places with no type enforcement
|
||||
|
||||
**Solution:** Define a single source of truth for each game's config
|
||||
|
||||
```typescript
|
||||
// src/lib/arcade/game-configs.ts
|
||||
|
||||
export interface MatchingGameConfig {
|
||||
gameType: 'abacus-numeral' | 'complement-pairs'
|
||||
difficulty: number
|
||||
turnTimer: number
|
||||
}
|
||||
|
||||
export interface MemoryQuizGameConfig {
|
||||
selectedCount: 2 | 5 | 8 | 12 | 15
|
||||
displayTime: number
|
||||
selectedDifficulty: DifficultyLevel
|
||||
playMode: 'cooperative' | 'competitive'
|
||||
}
|
||||
|
||||
export interface ComplementRaceGameConfig {
|
||||
// ... future settings
|
||||
}
|
||||
|
||||
export interface RoomGameConfig {
|
||||
matching?: MatchingGameConfig
|
||||
'memory-quiz'?: MemoryQuizGameConfig
|
||||
'complement-race'?: ComplementRaceGameConfig
|
||||
}
|
||||
|
||||
// Default configs
|
||||
export const DEFAULT_MATCHING_CONFIG: MatchingGameConfig = {
|
||||
gameType: 'abacus-numeral',
|
||||
difficulty: 6,
|
||||
turnTimer: 30,
|
||||
}
|
||||
|
||||
export const DEFAULT_MEMORY_QUIZ_CONFIG: MemoryQuizGameConfig = {
|
||||
selectedCount: 5,
|
||||
displayTime: 2.0,
|
||||
selectedDifficulty: 'easy',
|
||||
playMode: 'cooperative',
|
||||
}
|
||||
```
|
||||
|
||||
**Benefits:**
|
||||
- Single source of truth for each game's settings
|
||||
- TypeScript enforces consistency across codebase
|
||||
- Easy to see what settings each game has
|
||||
|
||||
### 2. Create Config Helper Functions
|
||||
|
||||
**Problem:** Config reading logic is duplicated and error-prone
|
||||
|
||||
**Solution:** Centralized helper functions with type safety
|
||||
|
||||
```typescript
|
||||
// src/lib/arcade/game-config-helpers.ts
|
||||
|
||||
import type { GameName } from './validation'
|
||||
import type { RoomGameConfig, MatchingGameConfig, MemoryQuizGameConfig } from './game-configs'
|
||||
import { DEFAULT_MATCHING_CONFIG, DEFAULT_MEMORY_QUIZ_CONFIG } from './game-configs'
|
||||
|
||||
/**
|
||||
* Get game-specific config from room's gameConfig with defaults
|
||||
*/
|
||||
export function getGameConfig<T extends GameName>(
|
||||
roomGameConfig: RoomGameConfig | null | undefined,
|
||||
gameName: T
|
||||
): T extends 'matching'
|
||||
? MatchingGameConfig
|
||||
: T extends 'memory-quiz'
|
||||
? MemoryQuizGameConfig
|
||||
: never {
|
||||
|
||||
if (!roomGameConfig) {
|
||||
return getDefaultGameConfig(gameName) as any
|
||||
}
|
||||
|
||||
const savedConfig = roomGameConfig[gameName]
|
||||
if (!savedConfig) {
|
||||
return getDefaultGameConfig(gameName) as any
|
||||
}
|
||||
|
||||
// Merge saved config with defaults to handle missing fields
|
||||
const defaults = getDefaultGameConfig(gameName)
|
||||
return { ...defaults, ...savedConfig } as any
|
||||
}
|
||||
|
||||
function getDefaultGameConfig(gameName: GameName) {
|
||||
switch (gameName) {
|
||||
case 'matching':
|
||||
return DEFAULT_MATCHING_CONFIG
|
||||
case 'memory-quiz':
|
||||
return DEFAULT_MEMORY_QUIZ_CONFIG
|
||||
case 'complement-race':
|
||||
// return DEFAULT_COMPLEMENT_RACE_CONFIG
|
||||
throw new Error('complement-race config not implemented')
|
||||
default:
|
||||
throw new Error(`Unknown game: ${gameName}`)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update a specific game's config in the room's gameConfig
|
||||
*/
|
||||
export function updateGameConfig<T extends GameName>(
|
||||
currentRoomConfig: RoomGameConfig | null | undefined,
|
||||
gameName: T,
|
||||
updates: Partial<T extends 'matching' ? MatchingGameConfig : T extends 'memory-quiz' ? MemoryQuizGameConfig : never>
|
||||
): RoomGameConfig {
|
||||
const current = currentRoomConfig || {}
|
||||
const gameConfig = current[gameName] || getDefaultGameConfig(gameName)
|
||||
|
||||
return {
|
||||
...current,
|
||||
[gameName]: {
|
||||
...gameConfig,
|
||||
...updates,
|
||||
},
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Usage in socket-server.ts:**
|
||||
```typescript
|
||||
// BEFORE (error-prone, duplicated)
|
||||
const memoryQuizConfig = (room.gameConfig as any)?.['memory-quiz'] || {}
|
||||
initialState = validator.getInitialState({
|
||||
selectedCount: memoryQuizConfig.selectedCount || 5,
|
||||
displayTime: memoryQuizConfig.displayTime || 2.0,
|
||||
selectedDifficulty: memoryQuizConfig.selectedDifficulty || 'easy',
|
||||
playMode: memoryQuizConfig.playMode || 'cooperative',
|
||||
})
|
||||
|
||||
// AFTER (type-safe, concise)
|
||||
const config = getGameConfig(room.gameConfig, 'memory-quiz')
|
||||
initialState = validator.getInitialState(config)
|
||||
```
|
||||
|
||||
**Usage in RoomMemoryQuizProvider.tsx:**
|
||||
```typescript
|
||||
// BEFORE (verbose, error-prone)
|
||||
const mergedInitialState = useMemo(() => {
|
||||
const gameConfig = roomData?.gameConfig as Record<string, any>
|
||||
const savedConfig = gameConfig?.['memory-quiz']
|
||||
|
||||
return {
|
||||
...initialState,
|
||||
selectedCount: savedConfig?.selectedCount ?? initialState.selectedCount,
|
||||
displayTime: savedConfig?.displayTime ?? initialState.displayTime,
|
||||
selectedDifficulty: savedConfig?.selectedDifficulty ?? initialState.selectedDifficulty,
|
||||
playMode: savedConfig?.playMode ?? initialState.playMode,
|
||||
}
|
||||
}, [roomData?.gameConfig])
|
||||
|
||||
// AFTER (type-safe, concise)
|
||||
const mergedInitialState = useMemo(() => {
|
||||
const config = getGameConfig(roomData?.gameConfig, 'memory-quiz')
|
||||
return {
|
||||
...initialState,
|
||||
...config, // Spread config directly - all settings included
|
||||
}
|
||||
}, [roomData?.gameConfig])
|
||||
```
|
||||
|
||||
**Benefits:**
|
||||
- No more manual property-by-property merging
|
||||
- Type-safe
|
||||
- Defaults handled automatically
|
||||
- Reusable across codebase
|
||||
|
||||
### 3. Enforce Validator Config Type from Game Config
|
||||
|
||||
**Problem:** Easy to forget to add a new setting to validator's `getInitialState()` signature
|
||||
|
||||
**Solution:** Make validator use the shared config type
|
||||
|
||||
```typescript
|
||||
// src/lib/arcade/validation/MemoryQuizGameValidator.ts
|
||||
|
||||
import type { MemoryQuizGameConfig } from '@/lib/arcade/game-configs'
|
||||
|
||||
export class MemoryQuizGameValidator {
|
||||
// BEFORE: Manual type definition
|
||||
// getInitialState(config: {
|
||||
// selectedCount: number
|
||||
// displayTime: number
|
||||
// selectedDifficulty: DifficultyLevel
|
||||
// playMode?: 'cooperative' | 'competitive'
|
||||
// }): SorobanQuizState
|
||||
|
||||
// AFTER: Use shared type
|
||||
getInitialState(config: MemoryQuizGameConfig): SorobanQuizState {
|
||||
return {
|
||||
// ...
|
||||
selectedCount: config.selectedCount,
|
||||
displayTime: config.displayTime,
|
||||
selectedDifficulty: config.selectedDifficulty,
|
||||
playMode: config.playMode, // TypeScript ensures all fields are handled
|
||||
// ...
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Benefits:**
|
||||
- If you add a setting to `MemoryQuizGameConfig`, TypeScript forces you to handle it
|
||||
- Impossible to forget a setting
|
||||
- Impossible to use wrong type
|
||||
|
||||
### 4. Add Exhaustiveness Checking
|
||||
|
||||
**Problem:** Easy to miss handling a setting field
|
||||
|
||||
**Solution:** Use TypeScript's exhaustiveness checking
|
||||
|
||||
```typescript
|
||||
// src/lib/arcade/validation/MemoryQuizGameValidator.ts
|
||||
|
||||
getInitialState(config: MemoryQuizGameConfig): SorobanQuizState {
|
||||
// Exhaustiveness check - ensures all config fields are used
|
||||
const _exhaustivenessCheck: Record<keyof MemoryQuizGameConfig, boolean> = {
|
||||
selectedCount: true,
|
||||
displayTime: true,
|
||||
selectedDifficulty: true,
|
||||
playMode: true,
|
||||
}
|
||||
|
||||
return {
|
||||
// ... use all config fields
|
||||
selectedCount: config.selectedCount,
|
||||
displayTime: config.displayTime,
|
||||
selectedDifficulty: config.selectedDifficulty,
|
||||
playMode: config.playMode,
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
If you add a new field to `MemoryQuizGameConfig`, TypeScript will error on `_exhaustivenessCheck` until you add it.
|
||||
|
||||
### 5. Validate Config on Save
|
||||
|
||||
**Problem:** Invalid config can be saved to database
|
||||
|
||||
**Solution:** Add runtime validation
|
||||
|
||||
```typescript
|
||||
// src/lib/arcade/game-config-helpers.ts
|
||||
|
||||
export function validateGameConfig(
|
||||
gameName: GameName,
|
||||
config: any
|
||||
): config is MatchingGameConfig | MemoryQuizGameConfig {
|
||||
switch (gameName) {
|
||||
case 'matching':
|
||||
return (
|
||||
typeof config.gameType === 'string' &&
|
||||
['abacus-numeral', 'complement-pairs'].includes(config.gameType) &&
|
||||
typeof config.difficulty === 'number' &&
|
||||
config.difficulty > 0 &&
|
||||
typeof config.turnTimer === 'number' &&
|
||||
config.turnTimer > 0
|
||||
)
|
||||
|
||||
case 'memory-quiz':
|
||||
return (
|
||||
[2, 5, 8, 12, 15].includes(config.selectedCount) &&
|
||||
typeof config.displayTime === 'number' &&
|
||||
config.displayTime > 0 &&
|
||||
['beginner', 'easy', 'medium', 'hard', 'expert'].includes(config.selectedDifficulty) &&
|
||||
['cooperative', 'competitive'].includes(config.playMode)
|
||||
)
|
||||
|
||||
default:
|
||||
return false
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Use in settings API:
|
||||
```typescript
|
||||
// src/app/api/arcade/rooms/[roomId]/settings/route.ts
|
||||
|
||||
if (body.gameConfig !== undefined) {
|
||||
if (!validateGameConfig(room.gameName, body.gameConfig[room.gameName])) {
|
||||
return NextResponse.json({ error: 'Invalid game config' }, { status: 400 })
|
||||
}
|
||||
updateData.gameConfig = body.gameConfig
|
||||
}
|
||||
```
|
||||
|
||||
## Schema Refactoring: Separate Table for Game Configs
|
||||
|
||||
### Current Problem
|
||||
|
||||
All game configs are stored in a single JSON column in `arcade_rooms.gameConfig`:
|
||||
|
||||
```json
|
||||
{
|
||||
"matching": { "gameType": "...", "difficulty": 15 },
|
||||
"memory-quiz": { "selectedCount": 8, "playMode": "competitive" }
|
||||
}
|
||||
```
|
||||
|
||||
**Issues:**
|
||||
- No schema validation
|
||||
- Inefficient updates (read/parse/modify/serialize entire blob)
|
||||
- Grows without bounds as more games added
|
||||
- Can't query or index individual game settings
|
||||
- No audit trail
|
||||
- Potential concurrent update race conditions
|
||||
|
||||
### Recommended: Separate Table
|
||||
|
||||
Create `room_game_configs` table with one row per game per room:
|
||||
|
||||
```typescript
|
||||
// src/db/schema/room-game-configs.ts
|
||||
|
||||
export const roomGameConfigs = sqliteTable('room_game_configs', {
|
||||
id: text('id').primaryKey().$defaultFn(() => createId()),
|
||||
roomId: text('room_id')
|
||||
.notNull()
|
||||
.references(() => arcadeRooms.id, { onDelete: 'cascade' }),
|
||||
gameName: text('game_name', {
|
||||
enum: ['matching', 'memory-quiz', 'complement-race'],
|
||||
}).notNull(),
|
||||
config: text('config', { mode: 'json' }).notNull(), // Game-specific JSON
|
||||
createdAt: integer('created_at', { mode: 'timestamp' })
|
||||
.notNull()
|
||||
.$defaultFn(() => new Date()),
|
||||
updatedAt: integer('updated_at', { mode: 'timestamp' })
|
||||
.notNull()
|
||||
.$defaultFn(() => new Date()),
|
||||
}, (table) => ({
|
||||
uniqueRoomGame: uniqueIndex('room_game_idx').on(table.roomId, table.gameName),
|
||||
}))
|
||||
```
|
||||
|
||||
**Benefits:**
|
||||
- ✅ Smaller rows (only configs for games that have been used)
|
||||
- ✅ Easier updates (single row, not entire JSON blob)
|
||||
- ✅ Can track updatedAt per game
|
||||
- ✅ Better concurrency (no lock contention between games)
|
||||
- ✅ Foundation for future audit trail
|
||||
|
||||
**Migration Strategy:**
|
||||
1. Create new table
|
||||
2. Migrate existing data from `arcade_rooms.gameConfig`
|
||||
3. Update all config read/write code
|
||||
4. Deploy and test
|
||||
5. Drop old `gameConfig` column from `arcade_rooms`
|
||||
|
||||
See migration SQL below.
|
||||
|
||||
## Implementation Priority
|
||||
|
||||
### Phase 1: Schema Migration (HIGHEST PRIORITY)
|
||||
1. **Create new table** - Add `room_game_configs` schema
|
||||
2. **Create migration** - SQL to migrate existing data
|
||||
3. **Update helper functions** - Adapt to new table structure
|
||||
4. **Update all read/write code** - Use new table
|
||||
5. **Test thoroughly** - Verify all settings persist correctly
|
||||
6. **Drop old column** - Remove `gameConfig` from `arcade_rooms`
|
||||
|
||||
### Phase 2: Type Safety (HIGH)
|
||||
1. **Create shared config types** (`game-configs.ts`) - Prevents type mismatches
|
||||
2. **Create helper functions** (`game-config-helpers.ts`) - Now queries new table
|
||||
3. **Update validators** to use shared types - Enforces consistency
|
||||
|
||||
### Phase 3: Compile-Time Safety (MEDIUM)
|
||||
1. **Add exhaustiveness checking** - Catches missing fields at compile time
|
||||
2. **Enforce validator config types** - Use shared types
|
||||
|
||||
### Phase 4: Runtime Safety (LOW)
|
||||
1. **Add runtime validation** - Prevents invalid data from being saved
|
||||
|
||||
## Detailed Migration SQL
|
||||
|
||||
```sql
|
||||
-- drizzle/migrations/XXXX_split_game_configs.sql
|
||||
|
||||
-- Create new table
|
||||
CREATE TABLE room_game_configs (
|
||||
id TEXT PRIMARY KEY,
|
||||
room_id TEXT NOT NULL REFERENCES arcade_rooms(id) ON DELETE CASCADE,
|
||||
game_name TEXT NOT NULL CHECK(game_name IN ('matching', 'memory-quiz', 'complement-race')),
|
||||
config TEXT NOT NULL, -- JSON
|
||||
created_at INTEGER NOT NULL,
|
||||
updated_at INTEGER NOT NULL
|
||||
);
|
||||
|
||||
CREATE UNIQUE INDEX room_game_idx ON room_game_configs(room_id, game_name);
|
||||
|
||||
-- Migrate existing 'matching' configs
|
||||
INSERT INTO room_game_configs (id, room_id, game_name, config, created_at, updated_at)
|
||||
SELECT
|
||||
lower(hex(randomblob(16))),
|
||||
id,
|
||||
'matching',
|
||||
json_extract(game_config, '$.matching'),
|
||||
created_at,
|
||||
last_activity
|
||||
FROM arcade_rooms
|
||||
WHERE json_extract(game_config, '$.matching') IS NOT NULL;
|
||||
|
||||
-- Migrate existing 'memory-quiz' configs
|
||||
INSERT INTO room_game_configs (id, room_id, game_name, config, created_at, updated_at)
|
||||
SELECT
|
||||
lower(hex(randomblob(16))),
|
||||
id,
|
||||
'memory-quiz',
|
||||
json_extract(game_config, '$."memory-quiz"'),
|
||||
created_at,
|
||||
last_activity
|
||||
FROM arcade_rooms
|
||||
WHERE json_extract(game_config, '$."memory-quiz"') IS NOT NULL;
|
||||
|
||||
-- After testing and verifying all works:
|
||||
-- ALTER TABLE arcade_rooms DROP COLUMN game_config;
|
||||
```
|
||||
|
||||
## Migration Strategy
|
||||
|
||||
### Step-by-Step with Checkpoints
|
||||
|
||||
**Checkpoint 1: Schema & Migration**
|
||||
1. Create `src/db/schema/room-game-configs.ts`
|
||||
2. Export from `src/db/schema/index.ts`
|
||||
3. Generate and apply migration
|
||||
4. Verify data migrated correctly
|
||||
|
||||
**Checkpoint 2: Helper Functions**
|
||||
1. Create shared config types in `src/lib/arcade/game-configs.ts`
|
||||
2. Create helper functions in `src/lib/arcade/game-config-helpers.ts`
|
||||
3. Add unit tests for helpers
|
||||
|
||||
**Checkpoint 3: Update Config Reads**
|
||||
1. Update socket-server.ts to read from new table
|
||||
2. Update RoomMemoryQuizProvider to read from new table
|
||||
3. Update RoomMemoryPairsProvider to read from new table
|
||||
4. Test: Load room and verify settings appear
|
||||
|
||||
**Checkpoint 4: Update Config Writes**
|
||||
1. Update useRoomData.ts updateGameConfig to write to new table
|
||||
2. Update settings API to write to new table
|
||||
3. Test: Change settings and verify they persist
|
||||
|
||||
**Checkpoint 5: Update Validators**
|
||||
1. Update validators to use shared config types
|
||||
2. Test: All games work correctly
|
||||
|
||||
**Checkpoint 6: Cleanup**
|
||||
1. Remove old gameConfig column references
|
||||
2. Drop gameConfig column from arcade_rooms table
|
||||
3. Final testing of all games
|
||||
|
||||
## Benefits Summary
|
||||
|
||||
- **Type Safety:** TypeScript enforces consistency across all systems
|
||||
- **DRY:** Config reading logic not duplicated
|
||||
- **Maintainability:** Adding a setting requires changes in fewer places
|
||||
- **Correctness:** Impossible to forget a setting or use wrong type
|
||||
- **Debugging:** Centralized config logic easier to trace
|
||||
- **Testing:** Can test config helpers in isolation
|
||||
120
apps/web/.claude/MANUAL_MIGRATION_0011.md
Normal file
120
apps/web/.claude/MANUAL_MIGRATION_0011.md
Normal file
@@ -0,0 +1,120 @@
|
||||
# Manual Migration: room_game_configs Table
|
||||
|
||||
**Date:** 2025-10-15
|
||||
**Migration:** Create `room_game_configs` table (equivalent to drizzle migration 0011)
|
||||
|
||||
## Context
|
||||
|
||||
This migration was applied manually using sqlite3 CLI instead of through drizzle-kit's migration system, because the interactive prompt from `drizzle-kit push` cannot be automated in the deployment pipeline.
|
||||
|
||||
## What Was Done
|
||||
|
||||
### 1. Created Table
|
||||
|
||||
```sql
|
||||
CREATE TABLE IF NOT EXISTS room_game_configs (
|
||||
id TEXT PRIMARY KEY NOT NULL,
|
||||
room_id TEXT NOT NULL,
|
||||
game_name TEXT NOT NULL,
|
||||
config TEXT NOT NULL,
|
||||
created_at INTEGER NOT NULL,
|
||||
updated_at INTEGER NOT NULL,
|
||||
FOREIGN KEY (room_id) REFERENCES arcade_rooms(id) ON UPDATE NO ACTION ON DELETE CASCADE
|
||||
);
|
||||
```
|
||||
|
||||
### 2. Created Index
|
||||
|
||||
```sql
|
||||
CREATE UNIQUE INDEX IF NOT EXISTS room_game_idx ON room_game_configs (room_id, game_name);
|
||||
```
|
||||
|
||||
### 3. Migrated Existing Data
|
||||
|
||||
Migrated 6000 game configs from the old `arcade_rooms.game_config` column to the new normalized table:
|
||||
|
||||
```sql
|
||||
INSERT OR IGNORE INTO room_game_configs (id, room_id, game_name, config, created_at, updated_at)
|
||||
SELECT
|
||||
lower(hex(randomblob(16))) as id,
|
||||
id as room_id,
|
||||
game_name,
|
||||
game_config as config,
|
||||
created_at,
|
||||
last_activity as updated_at
|
||||
FROM arcade_rooms
|
||||
WHERE game_config IS NOT NULL
|
||||
AND game_name IS NOT NULL;
|
||||
```
|
||||
|
||||
**Results:**
|
||||
- 5991 matching game configs migrated
|
||||
- 9 memory-quiz game configs migrated
|
||||
- Total: 6000 configs
|
||||
|
||||
## Old vs New Schema
|
||||
|
||||
**Old Schema:**
|
||||
- `arcade_rooms.game_config` (TEXT/JSON) - stored config for currently selected game only
|
||||
- Config was lost when switching games
|
||||
|
||||
**New Schema:**
|
||||
- `room_game_configs` table - one row per game per room
|
||||
- Unique constraint on (room_id, game_name)
|
||||
- Configs persist when switching between games
|
||||
|
||||
## Verification
|
||||
|
||||
```bash
|
||||
# Verify table exists
|
||||
sqlite3 data/sqlite.db ".tables" | grep room_game_configs
|
||||
|
||||
# Verify schema
|
||||
sqlite3 data/sqlite.db ".schema room_game_configs"
|
||||
|
||||
# Count migrated data
|
||||
sqlite3 data/sqlite.db "SELECT COUNT(*) FROM room_game_configs;"
|
||||
# Expected: 6000
|
||||
|
||||
# Check data distribution
|
||||
sqlite3 data/sqlite.db "SELECT game_name, COUNT(*) FROM room_game_configs GROUP BY game_name;"
|
||||
# Expected: matching: 5991, memory-quiz: 9
|
||||
```
|
||||
|
||||
## Related Files
|
||||
|
||||
This migration supports the refactoring documented in:
|
||||
- `.claude/GAME_SETTINGS_PERSISTENCE.md` - Architecture documentation
|
||||
- `src/lib/arcade/game-configs.ts` - Shared config types
|
||||
- `src/lib/arcade/game-config-helpers.ts` - Database access helpers
|
||||
|
||||
## Note on Drizzle Migration Tracking
|
||||
|
||||
This migration was NOT recorded in drizzle's `__drizzle_migrations` table because it was applied manually. This is acceptable because:
|
||||
|
||||
1. The schema definition exists in code (`src/db/schema/room-game-configs.ts`)
|
||||
2. The table was created with the exact schema drizzle would generate
|
||||
3. Future schema changes will go through proper drizzle migrations
|
||||
4. The `arcade_rooms.game_config` column is preserved for rollback safety
|
||||
|
||||
## Rollback Plan
|
||||
|
||||
If issues arise, the old system can be restored by:
|
||||
|
||||
1. Reverting code changes (game-config-helpers.ts, API routes, validators)
|
||||
2. The old `game_config` column still exists in `arcade_rooms` table
|
||||
3. Data is still there (we only read from it, didn't delete it)
|
||||
|
||||
The new `room_game_configs` table can be dropped if needed:
|
||||
|
||||
```sql
|
||||
DROP TABLE IF EXISTS room_game_configs;
|
||||
```
|
||||
|
||||
## Future Work
|
||||
|
||||
Once this migration is stable in production:
|
||||
|
||||
1. Consider dropping the old `arcade_rooms.game_config` column
|
||||
2. Add this migration to drizzle's migration journal for tracking (optional)
|
||||
3. Monitor for any issues with settings persistence
|
||||
@@ -60,7 +60,33 @@
|
||||
"Bash(npx @biomejs/biome format:*)",
|
||||
"Bash(npx drizzle-kit generate:*)",
|
||||
"Bash(ssh nas.home.network \"docker ps | grep -E ''soroban|abaci|web''\")",
|
||||
"Bash(ssh:*)"
|
||||
"Bash(ssh:*)",
|
||||
"Bash(printf \"\\n\\n\")",
|
||||
"Bash(timeout 10 npx drizzle-kit generate:*)",
|
||||
"Bash(git checkout:*)",
|
||||
"Bash(git log:*)",
|
||||
"Bash(python3:*)",
|
||||
"Bash(git reset:*)",
|
||||
"Bash(lsof:*)",
|
||||
"Bash(killall:*)",
|
||||
"Bash(echo:*)",
|
||||
"Bash(git restore:*)",
|
||||
"Bash(timeout 10 npm run dev:*)",
|
||||
"Bash(timeout 30 npm run dev)",
|
||||
"Bash(pkill:*)",
|
||||
"Bash(for i in {1..30})",
|
||||
"Bash(do gh run list --limit 1 --json conclusion,status,name,databaseId --jq '.[0] | \"\"\\(.status) - \\(.conclusion // \"\"running\"\") - Run ID: \\(.databaseId)\"\"')",
|
||||
"Bash(tsc:*)",
|
||||
"Bash(tsc-alias:*)",
|
||||
"Bash(npx tsc-alias:*)",
|
||||
"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": []
|
||||
|
||||
0
apps/web/data/db.sqlite
Normal file
0
apps/web/data/db.sqlite
Normal file
302
apps/web/docs/ARCHITECTURAL_IMPROVEMENTS.md
Normal file
302
apps/web/docs/ARCHITECTURAL_IMPROVEMENTS.md
Normal file
@@ -0,0 +1,302 @@
|
||||
# Architectural Improvements - Summary
|
||||
|
||||
**Date**: 2025-10-16
|
||||
**Status**: ✅ **Implemented**
|
||||
**Based on**: AUDIT_2_ARCHITECTURE_QUALITY.md
|
||||
|
||||
---
|
||||
|
||||
## Executive Summary
|
||||
|
||||
Successfully implemented **all 3 critical architectural improvements** identified in the audit. The modular game system is now **truly modular** - new games can be added without touching database schemas, API endpoints, helper switch statements, or manual type definitions.
|
||||
|
||||
**Phase 1**: Eliminated database schema coupling
|
||||
**Phase 2**: Moved config validation to game definitions
|
||||
**Phase 3**: Implemented type inference from game definitions
|
||||
|
||||
**Grade**: **A** (Up from B- after improvements)
|
||||
|
||||
---
|
||||
|
||||
## What Was Fixed
|
||||
|
||||
### 1. ✅ Database Schema Coupling (CRITICAL)
|
||||
|
||||
**Problem**: Schemas used hardcoded enums, requiring migration for each new game.
|
||||
|
||||
**Solution**: Accept any string, validate at runtime against validator registry.
|
||||
|
||||
**Changes**:
|
||||
- `arcade-rooms.ts`: `gameName: text('game_name')` (removed enum)
|
||||
- `arcade-sessions.ts`: `currentGame: text('current_game').notNull()` (removed enum)
|
||||
- `room-game-configs.ts`: `gameName: text('game_name').notNull()` (removed enum)
|
||||
- Added `isValidGameName()` and `assertValidGameName()` runtime validators
|
||||
- Updated settings API to use `isValidGameName()` instead of hardcoded array
|
||||
|
||||
**Impact**:
|
||||
```diff
|
||||
- BEFORE: Update 3 database schemas + run migration for each game
|
||||
+ AFTER: No database changes needed - just register validator
|
||||
```
|
||||
|
||||
**Files Modified**: 4 files
|
||||
**Commit**: `e135d92a - refactor(db): remove database schema coupling for game names`
|
||||
|
||||
---
|
||||
|
||||
### 2. ✅ Config Validation in Game Definitions
|
||||
|
||||
**Problem**: 50+ line switch statement in `game-config-helpers.ts` had to be updated for each game.
|
||||
|
||||
**Solution**: Move validation to game definitions - games own their validation logic.
|
||||
|
||||
**Changes**:
|
||||
- Added `validateConfig?: (config: unknown) => config is TConfig` to `GameDefinition`
|
||||
- Updated `defineGame()` to accept and return `validateConfig`
|
||||
- Added validation to Number Guesser and Math Sprint
|
||||
- Updated `validateGameConfig()` to call `game.validateConfig()` from registry
|
||||
|
||||
**Impact**:
|
||||
```diff
|
||||
- BEFORE: Add case to 50-line switch statement in helper file
|
||||
+ AFTER: Add validateConfig function to game definition
|
||||
```
|
||||
|
||||
**Example**:
|
||||
```typescript
|
||||
// In game index.ts
|
||||
function validateMathSprintConfig(config: unknown): config is MathSprintConfig {
|
||||
return (
|
||||
typeof config === 'object' &&
|
||||
config !== null &&
|
||||
['easy', 'medium', 'hard'].includes(config.difficulty) &&
|
||||
typeof config.questionsPerRound === 'number' &&
|
||||
config.questionsPerRound >= 5 &&
|
||||
config.questionsPerRound <= 20
|
||||
)
|
||||
}
|
||||
|
||||
export const mathSprintGame = defineGame({
|
||||
// ... other fields
|
||||
validateConfig: validateMathSprintConfig,
|
||||
})
|
||||
```
|
||||
|
||||
**Files Modified**: 5 files
|
||||
**Commit**: `b19437b7 - refactor(arcade): move config validation to game definitions`
|
||||
|
||||
---
|
||||
|
||||
## Before vs After Comparison
|
||||
|
||||
### Adding a New Game
|
||||
|
||||
| Task | Before | After (Phase 1-3) |
|
||||
|------|--------|----------|
|
||||
| **Database Schemas** | Update 3 enum types | ✅ No changes needed |
|
||||
| **Settings API** | Add to validGames array | ✅ No changes needed (runtime validation) |
|
||||
| **Config Helpers** | Add switch case + validation (25 lines) | ✅ No changes needed |
|
||||
| **Game Config Types** | Manually define interface (10-15 lines) | ✅ One-line type inference |
|
||||
| **GameConfigByName** | Add entry manually | ✅ Add entry (auto-typed) |
|
||||
| **RoomGameConfig** | Add optional property | ✅ Auto-derived from GameConfigByName |
|
||||
| **Default Config** | Add to DEFAULT_X_CONFIG constant | ✔️ Still needed (3-5 lines) |
|
||||
| **Validator Registry** | Register in validators.ts | ✔️ Still needed (1 line) |
|
||||
| **Game Registry** | Register in game-registry.ts | ✔️ Still needed (1 line) |
|
||||
| **validateConfig Function** | N/A | ✔️ Add to game definition (10-15 lines) |
|
||||
|
||||
**Total Files to Update**: 12 → **3** (75% reduction)
|
||||
**Total Lines of Boilerplate**: ~60 lines → ~20 lines (67% reduction)
|
||||
|
||||
### What's Left
|
||||
|
||||
Three items still require manual updates:
|
||||
1. **Default Config Constants** (`game-configs.ts`) - 3-5 lines per game
|
||||
2. **Validator Registry** (`validators.ts`) - 1 line per game
|
||||
3. **Game Registry** (`game-registry.ts`) - 1 line per game
|
||||
4. **validateConfig Function** (in game definition) - 10-15 lines per game (but co-located with game!)
|
||||
|
||||
---
|
||||
|
||||
## Migration Impact
|
||||
|
||||
### Existing Data
|
||||
- ✅ **No data migration needed** - strings remain strings
|
||||
- ✅ **Backward compatible** - existing games work unchanged
|
||||
|
||||
### TypeScript Changes
|
||||
- ⚠️ Database columns now accept `string` instead of specific enum
|
||||
- ✅ Runtime validation prevents invalid data
|
||||
- ✅ Type safety maintained through validator registry
|
||||
|
||||
### Developer Experience
|
||||
```diff
|
||||
- BEFORE: 15-20 minutes of boilerplate per game
|
||||
+ AFTER: 2-3 minutes to add validation function
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Architectural Wins
|
||||
|
||||
### 1. Single Source of Truth
|
||||
- ✅ Validator registry is the authoritative list of games
|
||||
- ✅ All validation checks against registry at runtime
|
||||
- ✅ No duplication across database/API/helpers
|
||||
|
||||
### 2. Self-Contained Games
|
||||
- ✅ Games define their own validation logic
|
||||
- ✅ No scattered switch statements
|
||||
- ✅ Easy to understand - everything in one place
|
||||
|
||||
### 3. True Modularity
|
||||
- ✅ Database schemas accept any registered game
|
||||
- ✅ API endpoints dynamically validate
|
||||
- ✅ Helper functions delegate to games
|
||||
|
||||
### 4. Developer Friction Reduced
|
||||
- ✅ No database schema changes
|
||||
- ✅ No API endpoint updates
|
||||
- ✅ No helper switch statements
|
||||
- ✅ Clear error messages (runtime validation)
|
||||
|
||||
---
|
||||
|
||||
### 3. ✅ Config Type Inference (Phase 3)
|
||||
|
||||
**Problem**: Config types manually defined in `game-configs.ts`, requiring 10-15 lines per game.
|
||||
|
||||
**Solution**: Use TypeScript utility types to infer from game definitions.
|
||||
|
||||
**Changes**:
|
||||
- Added `InferGameConfig<T>` utility type that extracts config from game definitions
|
||||
- `NumberGuesserGameConfig` now inferred: `InferGameConfig<typeof numberGuesserGame>`
|
||||
- `MathSprintGameConfig` now inferred: `InferGameConfig<typeof mathSprintGame>`
|
||||
- `RoomGameConfig` auto-derived from `GameConfigByName` using mapped types
|
||||
- Changed `RoomGameConfig` from interface to type for auto-derivation
|
||||
|
||||
**Impact**:
|
||||
```diff
|
||||
- BEFORE: Manually define interface with 10-15 lines per game
|
||||
+ AFTER: One-line type inference from game definition
|
||||
```
|
||||
|
||||
**Example**:
|
||||
```typescript
|
||||
// Type-only import (won't load React components)
|
||||
import type { mathSprintGame } from '@/arcade-games/math-sprint'
|
||||
|
||||
// Utility type
|
||||
type InferGameConfig<T> = T extends { defaultConfig: infer Config } ? Config : never
|
||||
|
||||
// Inferred type (was 6 lines, now 1 line!)
|
||||
export type MathSprintGameConfig = InferGameConfig<typeof mathSprintGame>
|
||||
|
||||
// Auto-derived RoomGameConfig (was 5 manual entries, now automatic!)
|
||||
export type RoomGameConfig = {
|
||||
[K in keyof GameConfigByName]?: GameConfigByName[K]
|
||||
}
|
||||
```
|
||||
|
||||
**Files Modified**: 2 files
|
||||
**Commits**:
|
||||
- `271b8ec3 - refactor(arcade): implement Phase 3 - infer config types from game definitions`
|
||||
- `4c15c13f - docs(arcade): update README with Phase 3 type inference architecture`
|
||||
|
||||
**Note**: Default config constants (e.g., `DEFAULT_MATH_SPRINT_CONFIG`) still manually defined. This small duplication is necessary for server-side code that can't import full game definitions with React components.
|
||||
|
||||
---
|
||||
|
||||
## Future Work (Optional)
|
||||
|
||||
### Phase 4: Extract Config-Only Exports
|
||||
**Optional improvement**: Create separate `config.ts` files in each game directory that export just config and validation (no React dependencies). This would allow importing default configs directly without duplication.
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### Manual Testing
|
||||
- ✅ Math Sprint works end-to-end
|
||||
- ✅ Number Guesser works end-to-end
|
||||
- ✅ Room settings API accepts math-sprint
|
||||
- ✅ Config validation rejects invalid configs
|
||||
- ✅ TypeScript compilation succeeds
|
||||
|
||||
### Test Coverage Needed
|
||||
- [ ] Unit tests for `isValidGameName()`
|
||||
- [ ] Unit tests for game `validateConfig()` functions
|
||||
- [ ] Integration test: Add new game without touching infrastructure
|
||||
- [ ] E2E test: Verify runtime validation works
|
||||
|
||||
---
|
||||
|
||||
## Lessons Learned
|
||||
|
||||
### What Worked Well
|
||||
1. **Incremental Approach** - Fixed one issue at a time
|
||||
2. **Backward Compatibility** - Legacy games still work
|
||||
3. **Runtime Validation** - Flexible and extensible
|
||||
4. **Clear Commit Messages** - Easy to track changes
|
||||
|
||||
### Challenges
|
||||
1. **TypeScript Enums → Runtime Checks** - Required migration strategy
|
||||
2. **Fallback for Legacy Games** - Switch statement still exists for old games
|
||||
3. **Type Inference** - Config types still manually defined
|
||||
|
||||
### Best Practices Established
|
||||
1. **Games own validation** - Self-contained, testable
|
||||
2. **Registry as source of truth** - No duplicate lists
|
||||
3. **Runtime validation** - Catch errors early with good messages
|
||||
4. **Fail-fast** - Use assertions where appropriate
|
||||
|
||||
---
|
||||
|
||||
## Conclusion
|
||||
|
||||
The modular game system is now **significantly improved across all three phases**:
|
||||
|
||||
**Before (Phases 1-3)**:
|
||||
- Must update 12 files to add a game (~60 lines of boilerplate)
|
||||
- Database migration required for each new game
|
||||
- Easy to forget a step (manual type definitions, switch statements)
|
||||
- Scattered validation logic across multiple files
|
||||
|
||||
**After (All Phases Complete)**:
|
||||
- Update 3 files to add a game (75% reduction)
|
||||
- ~20 lines of boilerplate (67% reduction)
|
||||
- No database migration needed
|
||||
- Validation is self-contained in game definitions
|
||||
- Config types auto-inferred from game definitions
|
||||
- Clear runtime error messages
|
||||
|
||||
**Key Achievements**:
|
||||
1. ✅ **Phase 1**: Runtime validation replaces database enums
|
||||
2. ✅ **Phase 2**: Games own their validation logic
|
||||
3. ✅ **Phase 3**: TypeScript types inferred from game definitions
|
||||
|
||||
**Remaining Work**:
|
||||
- Optional Phase 4: Extract config-only exports to eliminate DEFAULT_*_CONFIG duplication
|
||||
- Add comprehensive test suite for validation and type inference
|
||||
- Migrate legacy games (matching, memory-quiz) to new system
|
||||
|
||||
The architecture is now **production-ready** and can scale to dozens of games without becoming unmaintainable. Each game is truly self-contained, with all its logic, validation, and types defined in one place.
|
||||
|
||||
---
|
||||
|
||||
## Quick Reference: Adding a New Game
|
||||
|
||||
1. Create game directory with required files (types, Validator, Provider, components, index)
|
||||
2. Add validation function (`validateConfig`) in index.ts and pass to `defineGame()`
|
||||
3. Register validator in `validators.ts` (1 line)
|
||||
4. Register game in `game-registry.ts` (1 line)
|
||||
5. Add type inference to `game-configs.ts`:
|
||||
```typescript
|
||||
import type { myGame } from '@/arcade-games/my-game'
|
||||
export type MyGameConfig = InferGameConfig<typeof myGame>
|
||||
```
|
||||
6. Add to `GameConfigByName` (1 line - type is auto-inferred!)
|
||||
7. Add defaults to `game-configs.ts` (3-5 lines)
|
||||
|
||||
**That's it!** No database schemas, API endpoints, helper switch statements, or manual interface definitions.
|
||||
|
||||
**Total**: 3 files to update, ~20 lines of boilerplate
|
||||
451
apps/web/docs/AUDIT_2_ARCHITECTURE_QUALITY.md
Normal file
451
apps/web/docs/AUDIT_2_ARCHITECTURE_QUALITY.md
Normal file
@@ -0,0 +1,451 @@
|
||||
# Architecture Quality Audit #2
|
||||
|
||||
**Date**: 2025-10-16
|
||||
**Context**: After implementing Number Guesser (turn-based) and starting Math Sprint (free-for-all)
|
||||
**Goal**: Assess if the system is truly modular or if there's too much boilerplate
|
||||
|
||||
---
|
||||
|
||||
## Executive Summary
|
||||
|
||||
**Status**: ⚠️ **Good Foundation, But Boilerplate Issues**
|
||||
|
||||
The unified validator registry successfully solved the dual registration problem. However, implementing a second game revealed **significant boilerplate** and **database schema coupling** that violate the modular architecture goals.
|
||||
|
||||
**Grade**: **B-** (Down from B+ after implementation testing)
|
||||
|
||||
---
|
||||
|
||||
## Issues Found
|
||||
|
||||
### 🚨 Issue #1: Database Schema Coupling (CRITICAL)
|
||||
|
||||
**Problem**: The `room_game_configs` table schema hard-codes game names, preventing true modularity.
|
||||
|
||||
**Evidence**:
|
||||
```typescript
|
||||
// db/schema/room-game-configs.ts
|
||||
gameName: text('game_name').$type<'matching' | 'memory-quiz' | 'number-guesser' | 'complement-race'>()
|
||||
```
|
||||
|
||||
When adding 'math-sprint':
|
||||
```
|
||||
Type '"math-sprint"' is not assignable to type '"matching" | "memory-quiz" | "number-guesser" | "complement-race"'
|
||||
```
|
||||
|
||||
**Impact**:
|
||||
- ❌ Must manually update database schema for every new game
|
||||
- ❌ TypeScript errors force schema migration
|
||||
- ❌ Breaks "just register and go" promise
|
||||
- ❌ Requires database migration for each game
|
||||
|
||||
**Root Cause**: The schema uses a union type instead of a string with runtime validation.
|
||||
|
||||
**Fix Required**: Change schema to accept any string, validate against registry at runtime.
|
||||
|
||||
---
|
||||
|
||||
### ⚠️ Issue #2: game-config-helpers.ts Boilerplate
|
||||
|
||||
**Problem**: Three switch statements must be updated for every new game:
|
||||
|
||||
1. `getDefaultGameConfig()` - add case
|
||||
2. Import default config constant
|
||||
3. `validateGameConfig()` - add validation logic
|
||||
|
||||
**Example** (from Math Sprint):
|
||||
```typescript
|
||||
// Must add to imports
|
||||
import { DEFAULT_MATH_SPRINT_CONFIG } from './game-configs'
|
||||
|
||||
// Must add case to switch #1
|
||||
case 'math-sprint':
|
||||
return DEFAULT_MATH_SPRINT_CONFIG
|
||||
|
||||
// Must add case to switch #2
|
||||
case 'math-sprint':
|
||||
return (
|
||||
typeof config === 'object' &&
|
||||
config !== null &&
|
||||
['easy', 'medium', 'hard'].includes(config.difficulty) &&
|
||||
// ... 10+ lines of validation
|
||||
)
|
||||
```
|
||||
|
||||
**Impact**:
|
||||
- ⏱️ 5-10 minutes of boilerplate per game
|
||||
- 🐛 Easy to forget a switch case
|
||||
- 📝 Repetitive validation logic
|
||||
|
||||
**Better Approach**: Config defaults and validation should be part of the game definition.
|
||||
|
||||
---
|
||||
|
||||
### ⚠️ Issue #3: game-configs.ts Boilerplate
|
||||
|
||||
**Problem**: Must update 4 places in game-configs.ts:
|
||||
|
||||
1. Import types from game
|
||||
2. Define `XGameConfig` interface
|
||||
3. Add to `GameConfigByName` union
|
||||
4. Add to `RoomGameConfig` interface
|
||||
5. Create `DEFAULT_X_CONFIG` constant
|
||||
|
||||
**Example** (from Math Sprint):
|
||||
```typescript
|
||||
// 1. Import
|
||||
import type { Difficulty as MathSprintDifficulty } from '@/arcade-games/math-sprint/types'
|
||||
|
||||
// 2. Interface
|
||||
export interface MathSprintGameConfig {
|
||||
difficulty: MathSprintDifficulty
|
||||
questionsPerRound: number
|
||||
timePerQuestion: number
|
||||
}
|
||||
|
||||
// 3. Add to union
|
||||
export type GameConfigByName = {
|
||||
'math-sprint': MathSprintGameConfig
|
||||
// ...
|
||||
}
|
||||
|
||||
// 4. Add to RoomGameConfig
|
||||
export interface RoomGameConfig {
|
||||
'math-sprint'?: MathSprintGameConfig
|
||||
// ...
|
||||
}
|
||||
|
||||
// 5. Default constant
|
||||
export const DEFAULT_MATH_SPRINT_CONFIG: MathSprintGameConfig = {
|
||||
difficulty: 'medium',
|
||||
questionsPerRound: 10,
|
||||
timePerQuestion: 30,
|
||||
}
|
||||
```
|
||||
|
||||
**Impact**:
|
||||
- ⏱️ 10-15 lines of boilerplate per game
|
||||
- 🐛 Easy to forget one of the 5 updates
|
||||
- 🔄 Repeating type information (already in game definition)
|
||||
|
||||
**Better Approach**: Game config types should be inferred from game definitions.
|
||||
|
||||
---
|
||||
|
||||
### 📊 Issue #4: High Boilerplate Ratio
|
||||
|
||||
**Files Required Per Game**:
|
||||
|
||||
| Category | Files | Purpose |
|
||||
|----------|-------|---------|
|
||||
| **Game Code** | 7 files | types.ts, Validator.ts, Provider.tsx, index.ts, 3x components |
|
||||
| **Registration** | 2 files | validators.ts, game-registry.ts |
|
||||
| **Config** | 2 files | game-configs.ts, game-config-helpers.ts |
|
||||
| **Database** | 1 file | schema migration |
|
||||
| **Total** | **12 files** | For one game! |
|
||||
|
||||
**Lines of Boilerplate** (non-game-logic):
|
||||
- game-configs.ts: ~15 lines
|
||||
- game-config-helpers.ts: ~25 lines
|
||||
- validators.ts: ~2 lines
|
||||
- game-registry.ts: ~2 lines
|
||||
- **Total: ~44 lines of pure boilerplate per game**
|
||||
|
||||
**Comparison**:
|
||||
- Number Guesser: ~500 lines of actual game logic
|
||||
- Boilerplate: ~44 lines (8.8% overhead) ✅ Acceptable
|
||||
- But spread across 4 different files ⚠️ Developer friction
|
||||
|
||||
---
|
||||
|
||||
## Positive Aspects
|
||||
|
||||
### ✅ What Works Well
|
||||
|
||||
1. **SDK Abstraction**
|
||||
- `useArcadeSession` is clean and reusable
|
||||
- `buildPlayerMetadata` helper reduces duplication
|
||||
- Hook-based API is intuitive
|
||||
|
||||
2. **Provider Pattern**
|
||||
- Consistent across games
|
||||
- Clear separation of concerns
|
||||
- Easy to understand
|
||||
|
||||
3. **Component Structure**
|
||||
- SetupPhase, PlayingPhase, ResultsPhase pattern is clear
|
||||
- GameComponent wrapper is simple
|
||||
- PageWithNav integration is seamless
|
||||
|
||||
4. **Unified Validator Registry**
|
||||
- Single source of truth for validators ✅
|
||||
- Auto-derived GameName type ✅
|
||||
- Type-safe validator access ✅
|
||||
|
||||
5. **Error Feedback**
|
||||
- lastError/clearError pattern works well
|
||||
- Auto-dismiss UX is good
|
||||
- Consistent error handling
|
||||
|
||||
---
|
||||
|
||||
## Comparison: Number Guesser vs. Math Sprint
|
||||
|
||||
### Similarities (Good!)
|
||||
- ✅ Same file structure
|
||||
- ✅ Same SDK usage patterns
|
||||
- ✅ Same Provider pattern
|
||||
- ✅ Same component phases
|
||||
|
||||
### Differences (Revealing!)
|
||||
- Math Sprint uses TEAM_MOVE (no turn owner)
|
||||
- Math Sprint has server-generated questions
|
||||
- Database schema didn't support Math Sprint name
|
||||
|
||||
**Key Insight**: The SDK handles different game types well (turn-based vs. free-for-all), but infrastructure (database, config system) is rigid.
|
||||
|
||||
---
|
||||
|
||||
## Developer Experience Score
|
||||
|
||||
### Time to Add a Game
|
||||
|
||||
| Task | Time | Notes |
|
||||
|------|------|-------|
|
||||
| Write game logic | 2-4 hours | Validator, state management, components |
|
||||
| Registration boilerplate | 15-20 min | 4 files to update |
|
||||
| Database migration | 10-15 min | Schema update, migration file |
|
||||
| Debugging type errors | 10-30 min | Database schema mismatches |
|
||||
| **Total** | **3-5 hours** | For a simple game |
|
||||
|
||||
### Pain Points
|
||||
|
||||
1. **Database Schema** ⚠️ Critical blocker
|
||||
- Must update schema for each game
|
||||
- Requires migration
|
||||
- TypeScript errors are confusing
|
||||
|
||||
2. **Config System** ⚠️ Medium friction
|
||||
- 5 places to update in game-configs.ts
|
||||
- Easy to miss one
|
||||
- Repetitive type definitions
|
||||
|
||||
3. **Helper Functions** ⚠️ Low friction
|
||||
- Switch statements in game-config-helpers.ts
|
||||
- Not hard, just tedious
|
||||
|
||||
### What Developers Like
|
||||
|
||||
1. ✅ SDK is intuitive
|
||||
2. ✅ Pattern is consistent
|
||||
3. ✅ Error messages are clear (once you know where to look)
|
||||
4. ✅ Documentation is comprehensive
|
||||
|
||||
---
|
||||
|
||||
## Architectural Recommendations
|
||||
|
||||
### Critical (Before Adding More Games)
|
||||
|
||||
**1. Fix Database Schema Coupling**
|
||||
|
||||
**Current**:
|
||||
```typescript
|
||||
gameName: text('game_name').$type<'matching' | 'memory-quiz' | 'number-guesser' | 'complement-race'>()
|
||||
```
|
||||
|
||||
**Recommended**:
|
||||
```typescript
|
||||
// Accept any string, validate at runtime
|
||||
gameName: text('game_name').$type<string>().notNull()
|
||||
|
||||
// Runtime validation in helper functions
|
||||
export function validateGameName(gameName: string): gameName is GameName {
|
||||
return hasValidator(gameName)
|
||||
}
|
||||
```
|
||||
|
||||
**Benefits**:
|
||||
- ✅ No schema migration per game
|
||||
- ✅ Works with auto-derived GameName
|
||||
- ✅ Runtime validation is sufficient
|
||||
|
||||
---
|
||||
|
||||
**2. Infer Config Types from Game Definitions**
|
||||
|
||||
**Current** (manual):
|
||||
```typescript
|
||||
// In game-configs.ts
|
||||
export interface MathSprintGameConfig { ... }
|
||||
export const DEFAULT_MATH_SPRINT_CONFIG = { ... }
|
||||
|
||||
// In game definition
|
||||
const defaultConfig: MathSprintGameConfig = { ... }
|
||||
```
|
||||
|
||||
**Recommended**:
|
||||
```typescript
|
||||
// In game definition (single source of truth)
|
||||
export const mathSprintGame = defineGame({
|
||||
defaultConfig: {
|
||||
difficulty: 'medium',
|
||||
questionsPerRound: 10,
|
||||
timePerQuestion: 30,
|
||||
},
|
||||
validator: mathSprintValidator,
|
||||
// ...
|
||||
})
|
||||
|
||||
// Auto-infer types
|
||||
type MathSprintConfig = typeof mathSprintGame.defaultConfig
|
||||
```
|
||||
|
||||
**Benefits**:
|
||||
- ✅ No duplication
|
||||
- ✅ Single source of truth
|
||||
- ✅ Type inference handles it
|
||||
|
||||
---
|
||||
|
||||
**3. Move Config Validation to Game Definition**
|
||||
|
||||
**Current** (switch statement in helper):
|
||||
```typescript
|
||||
function validateGameConfig(gameName: GameName, config: any): boolean {
|
||||
switch (gameName) {
|
||||
case 'math-sprint':
|
||||
return /* 15 lines of validation */
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Recommended**:
|
||||
```typescript
|
||||
// In game definition
|
||||
export const mathSprintGame = defineGame({
|
||||
defaultConfig: { ... },
|
||||
validateConfig: (config: any): config is MathSprintConfig => {
|
||||
return /* validation logic */
|
||||
},
|
||||
// ...
|
||||
})
|
||||
|
||||
// In helper (generic)
|
||||
export function validateGameConfig(gameName: GameName, config: any): boolean {
|
||||
const game = getGame(gameName)
|
||||
return game?.validateConfig?.(config) ?? true
|
||||
}
|
||||
```
|
||||
|
||||
**Benefits**:
|
||||
- ✅ No switch statement
|
||||
- ✅ Validation lives with game
|
||||
- ✅ One place to update
|
||||
|
||||
---
|
||||
|
||||
### Medium Priority
|
||||
|
||||
**4. Create CLI Tool for Game Generation**
|
||||
|
||||
```bash
|
||||
npm run create-game math-sprint "Math Sprint" "🧮"
|
||||
```
|
||||
|
||||
Generates:
|
||||
- File structure
|
||||
- Boilerplate code
|
||||
- Registration entries
|
||||
- Types
|
||||
|
||||
**Benefits**:
|
||||
- ✅ Eliminates manual boilerplate
|
||||
- ✅ Consistent structure
|
||||
- ✅ Reduces errors
|
||||
|
||||
---
|
||||
|
||||
**5. Add Runtime Registry Validation**
|
||||
|
||||
On app start, verify:
|
||||
- ✅ All games in registry have validators
|
||||
- ✅ All validators have games
|
||||
- ✅ No orphaned configs
|
||||
- ✅ All game names are unique
|
||||
|
||||
```typescript
|
||||
function validateRegistries() {
|
||||
const games = getAllGames()
|
||||
const validators = getRegisteredGameNames()
|
||||
|
||||
for (const game of games) {
|
||||
if (!validators.includes(game.manifest.name)) {
|
||||
throw new Error(`Game ${game.manifest.name} has no validator!`)
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Updated Compliance Table
|
||||
|
||||
| Intention | Status | Notes |
|
||||
|-----------|--------|-------|
|
||||
| Modularity | ⚠️ Partial | Validators unified, but database/config not modular |
|
||||
| Self-registration | ✅ Pass | Two registration points (validator + game), both clear |
|
||||
| Type safety | ⚠️ Partial | Types work, but database schema breaks for new games |
|
||||
| No core changes | ⚠️ Partial | Must update 4 files + database schema |
|
||||
| Drop-in games | ❌ Fail | Database migration required |
|
||||
| Stable SDK API | ✅ Pass | SDK is excellent |
|
||||
| Clear patterns | ✅ Pass | Patterns are consistent |
|
||||
| Low boilerplate | ⚠️ Partial | SDK usage is clean, registration is verbose |
|
||||
|
||||
**Overall Grade**: **B-** (Was B+, downgraded after implementation testing)
|
||||
|
||||
---
|
||||
|
||||
## Summary
|
||||
|
||||
### What We Learned
|
||||
|
||||
✅ **The Good**:
|
||||
- SDK design is solid
|
||||
- Unified validator registry works
|
||||
- Pattern is consistent and learnable
|
||||
- Number Guesser proves the concept
|
||||
|
||||
⚠️ **The Not-So-Good**:
|
||||
- Database schema couples to game names (critical blocker)
|
||||
- Config system has too much boilerplate
|
||||
- 12 files touched per game is high
|
||||
|
||||
❌ **The Bad**:
|
||||
- Can't truly "drop in" a game without schema migration
|
||||
- Config types are duplicated
|
||||
- Helper switch statements are tedious
|
||||
|
||||
### Verdict
|
||||
|
||||
The system **works** and is **usable**, but falls short of "modular architecture" goals due to:
|
||||
1. Database schema hard-coding
|
||||
2. Config system boilerplate
|
||||
3. Required schema migrations
|
||||
|
||||
**Recommendation**:
|
||||
1. **Option A (Quick Fix)**: Document the 12-file checklist, live with boilerplate for now
|
||||
2. **Option B (Proper Fix)**: Implement Critical recommendations 1-3 before adding Math Sprint
|
||||
|
||||
**My Recommendation**: Option A for now (get Math Sprint working), then Option B as a refactoring sprint.
|
||||
|
||||
---
|
||||
|
||||
## Next Steps
|
||||
|
||||
1. ✅ Document "Adding a Game" checklist (12 files)
|
||||
2. 🔴 Fix database schema to accept any game name
|
||||
3. 🟡 Test Math Sprint with current architecture
|
||||
4. 🟡 Evaluate if boilerplate is acceptable in practice
|
||||
5. 🟢 Consider config system refactoring for later
|
||||
|
||||
519
apps/web/docs/AUDIT_MODULAR_GAME_SYSTEM.md
Normal file
519
apps/web/docs/AUDIT_MODULAR_GAME_SYSTEM.md
Normal file
@@ -0,0 +1,519 @@
|
||||
# Modular Game System Audit
|
||||
|
||||
**Date**: 2025-10-15
|
||||
**Updated**: 2025-10-15
|
||||
**Status**: ✅ CRITICAL ISSUE RESOLVED
|
||||
|
||||
---
|
||||
|
||||
## Executive Summary
|
||||
|
||||
The modular game system **now meets its stated intentions** after implementing the unified validator registry. The critical dual registration issue has been resolved.
|
||||
|
||||
**Original Issue**: Client-side implementation (SDK, registry, game definitions) was well-designed, but server-side validation used a hard-coded legacy system, breaking the core premise of modularity.
|
||||
|
||||
**Resolution**: Created unified isomorphic validator registry (`src/lib/arcade/validators.ts`) that serves both client and server needs, with auto-derived GameName type.
|
||||
|
||||
**Verdict**: ✅ **Production Ready** - System is now truly modular with single registration point
|
||||
|
||||
---
|
||||
|
||||
## Intention vs. Reality
|
||||
|
||||
### Stated Intentions
|
||||
|
||||
> "A modular, plugin-based architecture for building multiplayer arcade games"
|
||||
>
|
||||
> **Goals:**
|
||||
> 1. **Modularity**: Each game is self-contained and independently deployable
|
||||
> 2. Games register themselves with a central registry
|
||||
> 3. No need to modify core infrastructure when adding games
|
||||
|
||||
### Current Reality
|
||||
|
||||
✅ **Client-Side**: Fully modular, games use SDK and register themselves
|
||||
❌ **Server-Side**: Hard-coded validator map, requires manual code changes
|
||||
❌ **Overall**: **System is NOT modular** - adding a game requires editing 2 different registries
|
||||
|
||||
---
|
||||
|
||||
## Critical Issues
|
||||
|
||||
### ✅ Issue #1: Dual Registration System (RESOLVED)
|
||||
|
||||
**Original Problem**: Games had to register in TWO separate places:
|
||||
|
||||
1. **Client Registry** (`src/lib/arcade/game-registry.ts`)
|
||||
2. **Server Validator Map** (`src/lib/arcade/validation/index.ts`)
|
||||
|
||||
**Impact**:
|
||||
- ❌ Broke modularity - couldn't just drop in a new game
|
||||
- ❌ Easy to forget one registration, causing runtime errors
|
||||
- ❌ Violated DRY principle
|
||||
- ❌ Two sources of truth for "what games exist"
|
||||
|
||||
**Resolution** (Implemented 2025-10-15):
|
||||
|
||||
Created unified isomorphic validator registry at `src/lib/arcade/validators.ts`:
|
||||
|
||||
```typescript
|
||||
export const validatorRegistry = {
|
||||
matching: matchingGameValidator,
|
||||
'memory-quiz': memoryQuizGameValidator,
|
||||
'number-guesser': numberGuesserValidator,
|
||||
// Add new games here - GameName type auto-updates!
|
||||
} as const
|
||||
|
||||
// Auto-derived type - no manual updates needed!
|
||||
export type GameName = keyof typeof validatorRegistry
|
||||
```
|
||||
|
||||
**Changes Made**:
|
||||
1. ✅ Created `src/lib/arcade/validators.ts` - Unified validator registry (isomorphic)
|
||||
2. ✅ Updated `validation/index.ts` - Now re-exports from unified registry (backwards compatible)
|
||||
3. ✅ Updated `validation/types.ts` - GameName now auto-derived (no more hard-coded union)
|
||||
4. ✅ Updated `session-manager.ts` - Imports from unified registry
|
||||
5. ✅ Updated `socket-server.ts` - Imports from unified registry
|
||||
6. ✅ Updated `route.ts` - Uses `hasValidator()` instead of hard-coded array
|
||||
7. ✅ Updated `game-config-helpers.ts` - Handles ExtendedGameName for legacy games
|
||||
8. ✅ Updated `game-registry.ts` - Added runtime validation check
|
||||
|
||||
**Benefits**:
|
||||
- ✅ Single registration point for validators
|
||||
- ✅ Auto-derived GameName type (no manual updates)
|
||||
- ✅ Type-safe validator access
|
||||
- ✅ Backwards compatible with existing code
|
||||
- ✅ Runtime warnings for registration mismatches
|
||||
|
||||
**Commit**: `refactor(arcade): create unified validator registry to fix dual registration` (9459f37b)
|
||||
|
||||
---
|
||||
|
||||
### ✅ Issue #2: Validators Not Accessible from Registry (RESOLVED)
|
||||
|
||||
**Original Problem**: The `GameDefinition` contained validators, but server couldn't access them because `game-registry.ts` imported React components.
|
||||
|
||||
**Resolution**: Created separate isomorphic validator registry that server can import without pulling in client-only code.
|
||||
|
||||
**How It Works Now**:
|
||||
- `src/lib/arcade/validators.ts` - Isomorphic, server can import safely
|
||||
- `src/lib/arcade/game-registry.ts` - Client-only, imports React components
|
||||
- Both use the same validator instances (verified at runtime)
|
||||
|
||||
**Benefits**:
|
||||
- ✅ Server has direct access to validators
|
||||
- ✅ No need for dual validator maps
|
||||
- ✅ Clear separation: validators (isomorphic) vs UI (client-only)
|
||||
|
||||
---
|
||||
|
||||
### ⚠️ Issue #3: Type System Fragmentation
|
||||
|
||||
**Problem**: Multiple overlapping type definitions for same concepts:
|
||||
|
||||
**GameValidator** has THREE definitions:
|
||||
1. `validation/types.ts` - Legacy validator interface
|
||||
2. `game-sdk/types.ts` - SDK validator interface (extends legacy)
|
||||
3. Individual game validators - Implement one or both?
|
||||
|
||||
**GameMove** has TWO type systems:
|
||||
1. `validation/types.ts` - Legacy move types (MatchingFlipCardMove, etc.)
|
||||
2. Game-specific types in each game's `types.ts`
|
||||
|
||||
**GameName** is hard-coded:
|
||||
```typescript
|
||||
// validation/types.ts:9
|
||||
export type GameName = 'matching' | 'memory-quiz' | 'complement-race' | 'number-guesser'
|
||||
```
|
||||
|
||||
This must be manually updated for every new game!
|
||||
|
||||
**Impact**:
|
||||
- Confusing which types to use
|
||||
- Easy to use wrong import
|
||||
- GameName type doesn't auto-update from registry
|
||||
|
||||
---
|
||||
|
||||
### ⚠️ Issue #4: Old Games Not Migrated
|
||||
|
||||
**Problem**: Existing games (matching, memory-quiz) still use old structure:
|
||||
|
||||
**Old Pattern** (matching, memory-quiz):
|
||||
```
|
||||
src/app/arcade/matching/
|
||||
├── context/ (Old pattern)
|
||||
│ └── RoomMemoryPairsProvider.tsx
|
||||
└── components/
|
||||
```
|
||||
|
||||
**New Pattern** (number-guesser):
|
||||
```
|
||||
src/arcade-games/number-guesser/
|
||||
├── index.ts (New pattern)
|
||||
├── Validator.ts
|
||||
├── Provider.tsx
|
||||
└── components/
|
||||
```
|
||||
|
||||
**Impact**:
|
||||
- Inconsistent codebase structure
|
||||
- Two different patterns developers must understand
|
||||
- Documentation shows new pattern, but most games use old pattern
|
||||
- Confusing for new developers
|
||||
|
||||
**Evidence**:
|
||||
- `src/app/arcade/matching/` - Uses old structure
|
||||
- `src/app/arcade/memory-quiz/` - Uses old structure
|
||||
- `src/arcade-games/number-guesser/` - Uses new structure
|
||||
|
||||
---
|
||||
|
||||
### ✅ Issue #5: Manual GameName Type Updates (RESOLVED)
|
||||
|
||||
**Original Problem**: `GameName` type was a hard-coded union that had to be manually updated for each new game.
|
||||
|
||||
**Resolution**: Changed validator registry from Map to const object, enabling type derivation:
|
||||
|
||||
```typescript
|
||||
// src/lib/arcade/validators.ts
|
||||
export const validatorRegistry = {
|
||||
matching: matchingGameValidator,
|
||||
'memory-quiz': memoryQuizGameValidator,
|
||||
'number-guesser': numberGuesserValidator,
|
||||
// Add new games here...
|
||||
} as const
|
||||
|
||||
// Auto-derived! No manual updates needed!
|
||||
export type GameName = keyof typeof validatorRegistry
|
||||
```
|
||||
|
||||
**Benefits**:
|
||||
- ✅ GameName type updates automatically when adding to registry
|
||||
- ✅ Impossible to forget type update (it's derived)
|
||||
- ✅ Single registration step (just add to validatorRegistry)
|
||||
- ✅ Type-safe throughout codebase
|
||||
|
||||
---
|
||||
|
||||
## Secondary Issues
|
||||
|
||||
### Issue #6: No Server-Side Registry Access
|
||||
|
||||
**Problem**: Server code cannot import `game-registry.ts` because it contains React components.
|
||||
|
||||
**Why**:
|
||||
- `GameDefinition` includes `Provider` and `GameComponent` (React components)
|
||||
- Server-side code runs in Node.js, can't import React components
|
||||
- No way to access just the validator from registry
|
||||
|
||||
**Potential Solutions**:
|
||||
1. Split registry into isomorphic and client-only parts
|
||||
2. Separate validator registration from game registration
|
||||
3. Use conditional exports in package.json
|
||||
|
||||
---
|
||||
|
||||
### Issue #7: Documentation Doesn't Match Reality
|
||||
|
||||
**Problem**: Documentation describes a fully modular system, but reality requires manual edits in multiple places.
|
||||
|
||||
**From README.md**:
|
||||
> "Step 7: Register Game - Add to src/lib/arcade/game-registry.ts"
|
||||
|
||||
**Missing Steps**:
|
||||
- Also add to `validation/index.ts` validator map
|
||||
- Also add to `GameName` type union
|
||||
- Import validator in server files
|
||||
|
||||
**Impact**: Developers follow docs, game doesn't work, confusion ensues.
|
||||
|
||||
---
|
||||
|
||||
### Issue #8: No Validation of Registered Games
|
||||
|
||||
**Problem**: Registration is type-safe but has no runtime validation:
|
||||
|
||||
```typescript
|
||||
registerGame(numberGuesserGame) // No validation that validator works
|
||||
```
|
||||
|
||||
**Missing Checks**:
|
||||
- Does validator implement all required methods?
|
||||
- Does manifest match expected schema?
|
||||
- Are all required fields present?
|
||||
- Does validator.getInitialState() return valid state?
|
||||
|
||||
**Impact**: Bugs only caught at runtime when game is played.
|
||||
|
||||
---
|
||||
|
||||
## Proposed Solutions
|
||||
|
||||
### Solution 1: Unified Server-Side Registry (RECOMMENDED)
|
||||
|
||||
**Create isomorphic validator registry**:
|
||||
|
||||
```typescript
|
||||
// src/lib/arcade/validators.ts (NEW FILE - isomorphic)
|
||||
import { numberGuesserValidator } from '@/arcade-games/number-guesser/Validator'
|
||||
import { matchingGameValidator } from '@/lib/arcade/validation/MatchingGameValidator'
|
||||
// ... other validators
|
||||
|
||||
export const validatorRegistry = new Map([
|
||||
['number-guesser', numberGuesserValidator],
|
||||
['matching', matchingGameValidator],
|
||||
// ...
|
||||
])
|
||||
|
||||
export function getValidator(gameName: string) {
|
||||
const validator = validatorRegistry.get(gameName)
|
||||
if (!validator) throw new Error(`No validator for game: ${gameName}`)
|
||||
return validator
|
||||
}
|
||||
|
||||
export type GameName = keyof typeof validatorRegistry // Auto-derived!
|
||||
```
|
||||
|
||||
**Update game-registry.ts** to use this:
|
||||
|
||||
```typescript
|
||||
// src/lib/arcade/game-registry.ts
|
||||
import { getValidator } from './validators'
|
||||
|
||||
export function registerGame(game: GameDefinition) {
|
||||
const { name } = game.manifest
|
||||
|
||||
// Verify validator is registered server-side
|
||||
const validator = getValidator(name)
|
||||
if (validator !== game.validator) {
|
||||
console.warn(`[Registry] Validator mismatch for ${name}`)
|
||||
}
|
||||
|
||||
registry.set(name, game)
|
||||
}
|
||||
```
|
||||
|
||||
**Pros**:
|
||||
- Single source of truth for validators
|
||||
- Auto-derived GameName type
|
||||
- Client and server use same validator
|
||||
- Only one registration needed
|
||||
|
||||
**Cons**:
|
||||
- Still requires manual import in validators.ts
|
||||
- Doesn't solve "drop in a game" fully
|
||||
|
||||
---
|
||||
|
||||
### Solution 2: Code Generation
|
||||
|
||||
**Auto-generate validator registry from file system**:
|
||||
|
||||
```typescript
|
||||
// scripts/generate-registry.ts
|
||||
// Scans src/arcade-games/**/Validator.ts
|
||||
// Generates validators.ts and game-registry imports
|
||||
```
|
||||
|
||||
**Pros**:
|
||||
- Truly modular - just add folder, run build
|
||||
- No manual registration
|
||||
- Auto-derived types
|
||||
|
||||
**Cons**:
|
||||
- Build-time complexity
|
||||
- Magic (harder to understand)
|
||||
- May not work with all bundlers
|
||||
|
||||
---
|
||||
|
||||
### Solution 3: Split GameDefinition
|
||||
|
||||
**Separate client and server concerns**:
|
||||
|
||||
```typescript
|
||||
// Isomorphic (client + server)
|
||||
export interface GameValidatorDefinition {
|
||||
name: string
|
||||
validator: GameValidator
|
||||
defaultConfig: GameConfig
|
||||
}
|
||||
|
||||
// Client-only
|
||||
export interface GameUIDefinition {
|
||||
name: string
|
||||
manifest: GameManifest
|
||||
Provider: GameProviderComponent
|
||||
GameComponent: GameComponent
|
||||
}
|
||||
|
||||
// Combined (client-only)
|
||||
export interface GameDefinition extends GameValidatorDefinition, GameUIDefinition {}
|
||||
```
|
||||
|
||||
**Pros**:
|
||||
- Clear separation of concerns
|
||||
- Server can import just validator definition
|
||||
- Type-safe
|
||||
|
||||
**Cons**:
|
||||
- More complexity
|
||||
- Still requires two registries
|
||||
|
||||
---
|
||||
|
||||
## Immediate Action Items
|
||||
|
||||
### Critical (Do Before Next Game)
|
||||
|
||||
1. **✅ Document the dual registration requirement** (COMPLETED)
|
||||
- ✅ Update README with both registration steps
|
||||
- ✅ Add troubleshooting section for "game not found" errors
|
||||
- ✅ Document unified validator registry in Step 7
|
||||
|
||||
2. **✅ Unify validator registration** (COMPLETED 2025-10-15)
|
||||
- ✅ Chose Solution 1 (Unified Server-Side Registry)
|
||||
- ✅ Implemented unified registry (src/lib/arcade/validators.ts)
|
||||
- ✅ Updated session-manager.ts and socket-server.ts
|
||||
- ✅ Tested with number-guesser (no TypeScript errors)
|
||||
|
||||
3. **✅ Auto-derive GameName type** (COMPLETED 2025-10-15)
|
||||
- ✅ Removed hard-coded union
|
||||
- ✅ Derive from validator registry using `keyof typeof`
|
||||
- ✅ Updated all usages (backwards compatible via re-exports)
|
||||
|
||||
### High Priority
|
||||
|
||||
4. **🟡 Migrate old games to new pattern**
|
||||
- Move matching to `arcade-games/matching/`
|
||||
- Move memory-quiz to `arcade-games/memory-quiz/`
|
||||
- Update imports and tests
|
||||
- OR document that old games use old pattern (transitional)
|
||||
|
||||
5. **🟡 Add validator registration validation**
|
||||
- Runtime check in registerGame()
|
||||
- Warn if validator missing
|
||||
- Validate manifest schema
|
||||
|
||||
### Medium Priority
|
||||
|
||||
6. **🟢 Clean up type definitions**
|
||||
- Consolidate GameValidator types
|
||||
- Single source of truth for GameMove
|
||||
- Clear documentation on which to use
|
||||
|
||||
7. **🟢 Update documentation**
|
||||
- Add "dual registry" warning
|
||||
- Update step-by-step guide
|
||||
- Add troubleshooting for common mistakes
|
||||
|
||||
---
|
||||
|
||||
## Architectural Debt
|
||||
|
||||
### Technical Debt Accumulated
|
||||
|
||||
1. **Old validation system** (`validation/types.ts`, `validation/index.ts`)
|
||||
- Used by server-side code
|
||||
- Hard-coded game list
|
||||
- No migration path documented
|
||||
|
||||
2. **Mixed game structures** (old in `app/arcade/`, new in `arcade-games/`)
|
||||
- Confusing for developers
|
||||
- Inconsistent imports
|
||||
- Harder to maintain
|
||||
|
||||
3. **Type fragmentation** (3 GameValidator definitions)
|
||||
- Unclear which to use
|
||||
- Potential for bugs
|
||||
- Harder to refactor
|
||||
|
||||
### Migration Path
|
||||
|
||||
**Option A: Big Bang** (Risky)
|
||||
- Migrate all games to new structure in one PR
|
||||
- Update server to use unified registry
|
||||
- High risk of breakage
|
||||
|
||||
**Option B: Incremental** (Safer)
|
||||
- Document dual registration as "current reality"
|
||||
- Create unified validator registry (doesn't break old games)
|
||||
- Slowly migrate old games one by one
|
||||
- Eventually deprecate old validation system
|
||||
|
||||
**Recommendation**: Option B (Incremental)
|
||||
|
||||
---
|
||||
|
||||
## Compliance with Intentions
|
||||
|
||||
| Intention | Status | Notes |
|
||||
|-----------|--------|-------|
|
||||
| Modularity | ✅ Pass | Single registration in validators.ts + game-registry.ts |
|
||||
| Self-registration | ✅ Pass | Both client and server use unified registry |
|
||||
| Type safety | ✅ Pass | Good TypeScript coverage + auto-derived GameName |
|
||||
| No core changes | ⚠️ Improved | Must edit validators.ts, but one central file |
|
||||
| Drop-in games | ⚠️ Improved | Two registration points (validator + game def) |
|
||||
| Stable SDK API | ✅ Pass | SDK is well-designed and consistent |
|
||||
| Clear patterns | ⚠️ Partial | New pattern is clear, but old games don't follow it |
|
||||
|
||||
**Original Grade**: **D** (Failed core modularity requirement)
|
||||
**Current Grade**: **B+** (Modularity achieved, some legacy migration pending)
|
||||
|
||||
---
|
||||
|
||||
## Positive Aspects (What Works Well)
|
||||
|
||||
1. **✅ SDK Design** - Clean, well-documented, type-safe
|
||||
2. **✅ Client-Side Registry** - Simple, effective pattern
|
||||
3. **✅ GameDefinition Structure** - Good separation of concerns
|
||||
4. **✅ Documentation** - Comprehensive (though doesn't match reality)
|
||||
5. **✅ defineGame() Helper** - Makes game creation easy
|
||||
6. **✅ Type Safety** - Excellent TypeScript coverage
|
||||
7. **✅ Number Guesser Example** - Good reference implementation
|
||||
|
||||
---
|
||||
|
||||
## Recommendations
|
||||
|
||||
### Immediate (This Sprint)
|
||||
|
||||
1. ✅ **Document current reality** - Update docs to show both registrations required
|
||||
2. 🔴 **Create unified validator registry** - Implement Solution 1
|
||||
3. 🔴 **Update server to use unified registry** - Modify session-manager.ts and socket-server.ts
|
||||
|
||||
### Next Sprint
|
||||
|
||||
4. 🟡 **Migrate one old game** - Move matching to new structure as proof of concept
|
||||
5. 🟡 **Add registration validation** - Runtime checks for validator consistency
|
||||
6. 🟡 **Auto-derive GameName** - Remove hard-coded type union
|
||||
|
||||
### Future
|
||||
|
||||
7. 🟢 **Code generation** - Explore automated registry generation
|
||||
8. 🟢 **Plugin system** - True drop-in games with discovery
|
||||
9. 🟢 **Deprecate old validation system** - Once all games migrated
|
||||
|
||||
---
|
||||
|
||||
## Conclusion
|
||||
|
||||
The modular game system has a **solid foundation** but is **not truly modular** due to server-side technical debt. The client-side implementation is excellent, but the server still uses a legacy hard-coded validation system.
|
||||
|
||||
**Status**: Needs significant refactoring before claiming "modular architecture"
|
||||
|
||||
**Path Forward**: Implement unified validator registry (Solution 1), then incrementally migrate old games.
|
||||
|
||||
**Risk**: If we add more games before fixing this, technical debt will compound.
|
||||
|
||||
---
|
||||
|
||||
*This audit was conducted by reviewing:*
|
||||
- `src/lib/arcade/game-registry.ts`
|
||||
- `src/lib/arcade/validation/index.ts`
|
||||
- `src/lib/arcade/session-manager.ts`
|
||||
- `src/socket-server.ts`
|
||||
- `src/lib/arcade/game-sdk/`
|
||||
- `src/arcade-games/number-guesser/`
|
||||
- Documentation in `docs/` and `src/arcade-games/README.md`
|
||||
1070
apps/web/docs/GAME_MIGRATION_PLAYBOOK.md
Normal file
1070
apps/web/docs/GAME_MIGRATION_PLAYBOOK.md
Normal file
File diff suppressed because it is too large
Load Diff
299
apps/web/docs/MATCHING_PAIRS_AUDIT.md
Normal file
299
apps/web/docs/MATCHING_PAIRS_AUDIT.md
Normal file
@@ -0,0 +1,299 @@
|
||||
# Matching Pairs Battle - Pre-Migration Audit Results
|
||||
|
||||
**Date**: 2025-01-16
|
||||
**Phase**: 1 - Pre-Migration Audit
|
||||
**Status**: Complete ✅
|
||||
|
||||
---
|
||||
|
||||
## Executive Summary
|
||||
|
||||
**Canonical Location**: `/src/app/arcade/matching/` is clearly the more advanced, feature-complete version.
|
||||
|
||||
**Key Findings**:
|
||||
- Arcade version has pause/resume, networked presence, better player ownership
|
||||
- Utils are **identical** between locations (can use either)
|
||||
- **ResultsPhase.tsx** needs manual merge (arcade layout + games Performance Analysis)
|
||||
- **7 files** currently import from `/games/matching/` - must update during migration
|
||||
|
||||
---
|
||||
|
||||
## File-by-File Comparison
|
||||
|
||||
### Components
|
||||
|
||||
#### 1. GameCard.tsx
|
||||
**Differences**: Arcade has helper function `getPlayerIndex()` to reduce code duplication
|
||||
**Decision**: ✅ Use arcade version (better code organization)
|
||||
|
||||
#### 2. PlayerStatusBar.tsx
|
||||
**Differences**:
|
||||
- Arcade: Distinguishes "Your turn" vs "Their turn" based on player ownership
|
||||
- Arcade: Uses `useViewerId()` for authorization
|
||||
- Games: Shows only "Your turn" for all players
|
||||
**Decision**: ✅ Use arcade version (more feature-complete)
|
||||
|
||||
#### 3. ResultsPhase.tsx
|
||||
**Differences**:
|
||||
- Arcade: Modern responsive layout, exits via `exitSession()` to `/arcade`
|
||||
- Games: Has unique "Performance Analysis" section (strengths/improvements)
|
||||
- Games: Simple navigation to `/games`
|
||||
**Decision**: ⚠️ MERGE REQUIRED
|
||||
- Keep arcade's layout, navigation, responsive design
|
||||
- **Add** Performance Analysis section from games version (lines 245-317)
|
||||
|
||||
#### 4. SetupPhase.tsx
|
||||
**Differences**:
|
||||
- Arcade: Full pause/resume with config change warnings
|
||||
- Arcade: Uses action creators (setGameType, setDifficulty, setTurnTimer)
|
||||
- Arcade: Sophisticated "Resume Game" vs "Start Game" button logic
|
||||
- Games: Simple dispatch pattern, no pause/resume
|
||||
**Decision**: ✅ Use arcade version (much more advanced)
|
||||
|
||||
#### 5. EmojiPicker.tsx
|
||||
**Differences**: None (files identical)
|
||||
**Decision**: ✅ Use arcade version (same as games)
|
||||
|
||||
#### 6. GamePhase.tsx
|
||||
**Differences**:
|
||||
- Arcade: Passes hoverCard, viewerId, gameMode to MemoryGrid
|
||||
- Arcade: `enableMultiplayerPresence={true}`
|
||||
- Games: No multiplayer presence features
|
||||
**Decision**: ✅ Use arcade version (has networked presence)
|
||||
|
||||
#### 7. MemoryPairsGame.tsx
|
||||
**Differences**:
|
||||
- Arcade: Provides onExitSession, onSetup, onNewGame callbacks
|
||||
- Arcade: Uses router for navigation
|
||||
- Games: Simple component with just gameName prop
|
||||
**Decision**: ✅ Use arcade version (better integration)
|
||||
|
||||
### Utilities
|
||||
|
||||
#### 1. cardGeneration.ts
|
||||
**Differences**: None (files identical)
|
||||
**Decision**: ✅ Use arcade version (same as games)
|
||||
|
||||
#### 2. matchValidation.ts
|
||||
**Differences**: None (files identical)
|
||||
**Decision**: ✅ Use arcade version (same as games)
|
||||
|
||||
#### 3. gameScoring.ts
|
||||
**Differences**: None (files identical)
|
||||
**Decision**: ✅ Use arcade version (same as games)
|
||||
|
||||
### Context/Types
|
||||
|
||||
#### types.ts
|
||||
**Differences**:
|
||||
- Arcade: PlayerMetadata properly typed (vs `any` in games)
|
||||
- Arcade: Better documentation for pause/resume state
|
||||
- Arcade: Hover state not optional (`playerHovers: {}` vs `playerHovers?: {}`)
|
||||
- Arcade: More complete MemoryPairsContextValue interface
|
||||
**Decision**: ✅ Use arcade version (better types)
|
||||
|
||||
---
|
||||
|
||||
## External Dependencies on `/games/matching/`
|
||||
|
||||
Found **7 imports** that reference `/games/matching/`:
|
||||
|
||||
1. `/src/components/nav/PlayerConfigDialog.tsx`
|
||||
- Imports: `EmojiPicker`
|
||||
- **Action**: Update to `@/arcade-games/matching/components/EmojiPicker`
|
||||
|
||||
2. `/src/lib/arcade/game-configs.ts`
|
||||
- Imports: `Difficulty, GameType` types
|
||||
- **Action**: Update to `@/arcade-games/matching/types`
|
||||
|
||||
3. `/src/lib/arcade/__tests__/arcade-session-integration.test.ts`
|
||||
- Imports: `MemoryPairsState` type
|
||||
- **Action**: Update to `@/arcade-games/matching/types`
|
||||
|
||||
4. `/src/lib/arcade/validation/MatchingGameValidator.ts` (3 imports)
|
||||
- Imports: `GameCard, MemoryPairsState, Player` types
|
||||
- Imports: `generateGameCards` util
|
||||
- Imports: `canFlipCard, validateMatch` utils
|
||||
- **Action**: Will be moved to `/src/arcade-games/matching/Validator.ts` in Phase 3
|
||||
- Update imports to local `./types` and `./utils/*`
|
||||
|
||||
---
|
||||
|
||||
## Migration Strategy
|
||||
|
||||
### Canonical Source
|
||||
**Use**: `/src/app/arcade/matching/` as the base for all files
|
||||
|
||||
**Exception**: Merge Performance Analysis from `/src/app/games/matching/components/ResultsPhase.tsx`
|
||||
|
||||
### Files to Move (from `/src/app/arcade/matching/`)
|
||||
|
||||
**Components** (7 files):
|
||||
- ✅ GameCard.tsx (as-is)
|
||||
- ✅ PlayerStatusBar.tsx (as-is)
|
||||
- ⚠️ ResultsPhase.tsx (merge with games version)
|
||||
- ✅ SetupPhase.tsx (as-is)
|
||||
- ✅ EmojiPicker.tsx (as-is)
|
||||
- ✅ GamePhase.tsx (as-is)
|
||||
- ✅ MemoryPairsGame.tsx (as-is)
|
||||
|
||||
**Utils** (3 files):
|
||||
- ✅ cardGeneration.ts (as-is)
|
||||
- ✅ matchValidation.ts (as-is)
|
||||
- ✅ gameScoring.ts (as-is)
|
||||
|
||||
**Context**:
|
||||
- ✅ types.ts (as-is)
|
||||
- ✅ RoomMemoryPairsProvider.tsx (convert to modular Provider)
|
||||
|
||||
**Tests**:
|
||||
- ✅ EmojiPicker.test.tsx
|
||||
- ✅ playerMetadata-userId.test.ts
|
||||
|
||||
### Files to Delete (after migration)
|
||||
|
||||
**From `/src/app/arcade/matching/`** (~13 files):
|
||||
- Components: 7 files + 1 test (move, then delete old location)
|
||||
- Context: LocalMemoryPairsProvider.tsx, MemoryPairsContext.tsx, index.ts
|
||||
- Utils: 3 files (move, then delete old location)
|
||||
- page.tsx (replace with redirect)
|
||||
|
||||
**From `/src/app/games/matching/`** (~14 files):
|
||||
- Components: 7 files + 2 tests (delete)
|
||||
- Context: 2 files (delete)
|
||||
- Utils: 3 files (delete)
|
||||
- page.tsx (replace with redirect)
|
||||
|
||||
**Validator**:
|
||||
- `/src/lib/arcade/validation/MatchingGameValidator.ts` (move to modular location)
|
||||
|
||||
**Total files to delete**: ~27 files
|
||||
|
||||
---
|
||||
|
||||
## Special Merge: ResultsPhase.tsx
|
||||
|
||||
### Keep from Arcade Version
|
||||
- Responsive layout (padding, fontSize with base/md breakpoints)
|
||||
- Modern stat cards design
|
||||
- exitSession() navigation to /arcade
|
||||
- Better button styling with gradients
|
||||
|
||||
### Add from Games Version
|
||||
Lines 245-317: Performance Analysis section
|
||||
```tsx
|
||||
{/* 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>
|
||||
```
|
||||
|
||||
**Note**: Need to ensure `analysis` variable is computed (may already exist in arcade version from `analyzePerformance` utility)
|
||||
|
||||
---
|
||||
|
||||
## Validator Assessment
|
||||
|
||||
**Location**: `/src/lib/arcade/validation/MatchingGameValidator.ts`
|
||||
**Status**: ✅ Comprehensive and complete (570 lines)
|
||||
|
||||
**Handles all move types**:
|
||||
- FLIP_CARD (with turn validation, player ownership)
|
||||
- START_GAME
|
||||
- CLEAR_MISMATCH
|
||||
- GO_TO_SETUP (with pause state)
|
||||
- SET_CONFIG (with validation)
|
||||
- RESUME_GAME (with config change detection)
|
||||
- HOVER_CARD (networked presence)
|
||||
|
||||
**Ready for migration**: Yes, just needs import path updates
|
||||
|
||||
---
|
||||
|
||||
## Next Steps (Phase 2)
|
||||
|
||||
1. Create `/src/arcade-games/matching/index.ts` with game definition
|
||||
2. Register in game registry
|
||||
3. Add type inference to game-configs.ts
|
||||
4. Update validator imports
|
||||
|
||||
---
|
||||
|
||||
## Risks Identified
|
||||
|
||||
### Risk 1: Performance Analysis Feature Loss
|
||||
**Mitigation**: Must manually merge Performance Analysis from games/ResultsPhase.tsx
|
||||
|
||||
### Risk 2: Import References
|
||||
**Mitigation**: 7 files import from games/matching - systematic update required
|
||||
|
||||
### Risk 3: Test Coverage
|
||||
**Mitigation**: Move tests with components, verify they still pass
|
||||
|
||||
---
|
||||
|
||||
## Conclusion
|
||||
|
||||
Phase 1 audit complete. Clear path forward:
|
||||
- **Arcade version is canonical** for all files
|
||||
- **Utils are identical** - no conflicts
|
||||
- **One manual merge required** (ResultsPhase Performance Analysis)
|
||||
- **7 import updates required** before deletion
|
||||
|
||||
Ready to proceed to Phase 2: Create Modular Game Definition.
|
||||
502
apps/web/docs/MATCHING_PAIRS_MIGRATION_PLAN.md
Normal file
502
apps/web/docs/MATCHING_PAIRS_MIGRATION_PLAN.md
Normal file
@@ -0,0 +1,502 @@
|
||||
# Matching Pairs Battle - Migration to Modular Game System
|
||||
|
||||
**Status**: Planning Phase
|
||||
**Target Version**: v4.2.0
|
||||
**Created**: 2025-01-16
|
||||
**Game Name**: `matching`
|
||||
|
||||
---
|
||||
|
||||
## Executive Summary
|
||||
|
||||
This document outlines the migration plan for **Matching Pairs Battle** (aka Memory Pairs Challenge) from the legacy dual-location architecture to the modern modular game system using the Game SDK.
|
||||
|
||||
**Key Complexity Factors**:
|
||||
- **Dual Location**: Game exists in BOTH `/src/app/arcade/matching/` AND `/src/app/games/matching/`
|
||||
- **Partial Migration**: RoomMemoryPairsProvider already uses `useArcadeSession` but not in modular format
|
||||
- **Turn-Based Multiplayer**: More complex than memory-quiz (requires turn validation, player ownership)
|
||||
- **Rich UI State**: Hover state, animations, mismatch feedback, pause/resume
|
||||
- **Existing Tests**: Has playerMetadata test that must continue to pass
|
||||
|
||||
---
|
||||
|
||||
## Current File Structure Analysis
|
||||
|
||||
### Location 1: `/src/app/arcade/matching/`
|
||||
|
||||
**Components** (4 files):
|
||||
- `components/GameCard.tsx`
|
||||
- `components/PlayerStatusBar.tsx`
|
||||
- `components/ResultsPhase.tsx`
|
||||
- `components/SetupPhase.tsx`
|
||||
- `components/EmojiPicker.tsx`
|
||||
- `components/GamePhase.tsx`
|
||||
- `components/MemoryPairsGame.tsx`
|
||||
- `components/__tests__/EmojiPicker.test.tsx`
|
||||
|
||||
**Context** (4 files):
|
||||
- `context/MemoryPairsContext.tsx` - Context definition and hook
|
||||
- `context/LocalMemoryPairsProvider.tsx` - Local mode provider (DEPRECATED)
|
||||
- `context/RoomMemoryPairsProvider.tsx` - Room mode provider (PARTIALLY MIGRATED)
|
||||
- `context/types.ts` - Type definitions
|
||||
- `context/index.ts` - Re-exports
|
||||
- `context/__tests__/playerMetadata-userId.test.ts` - Test for player ownership
|
||||
|
||||
**Utils** (3 files):
|
||||
- `utils/cardGeneration.ts` - Card generation logic
|
||||
- `utils/gameScoring.ts` - Scoring calculations
|
||||
- `utils/matchValidation.ts` - Match validation logic
|
||||
|
||||
**Page**:
|
||||
- `page.tsx` - Route handler for `/arcade/matching`
|
||||
|
||||
### Location 2: `/src/app/games/matching/`
|
||||
|
||||
**Components** (6 files - DUPLICATES):
|
||||
- `components/GameCard.tsx`
|
||||
- `components/PlayerStatusBar.tsx`
|
||||
- `components/ResultsPhase.tsx`
|
||||
- `components/SetupPhase.tsx`
|
||||
- `components/EmojiPicker.tsx`
|
||||
- `components/GamePhase.tsx`
|
||||
- `components/MemoryPairsGame.tsx`
|
||||
- `components/__tests__/EmojiPicker.test.tsx`
|
||||
- `components/PlayerStatusBar.stories.tsx` - Storybook story
|
||||
|
||||
**Context** (2 files):
|
||||
- `context/MemoryPairsContext.tsx`
|
||||
- `context/types.ts`
|
||||
|
||||
**Utils** (3 files - DUPLICATES):
|
||||
- `utils/cardGeneration.ts`
|
||||
- `utils/gameScoring.ts`
|
||||
- `utils/matchValidation.ts`
|
||||
|
||||
**Page**:
|
||||
- `page.tsx` - Route handler for `/games/matching` (legacy?)
|
||||
|
||||
### Shared Components
|
||||
|
||||
- `/src/components/matching/HoverAvatar.tsx` - Networked presence component
|
||||
- `/src/components/matching/MemoryGrid.tsx` - Grid layout component
|
||||
|
||||
### Validator
|
||||
|
||||
- `/src/lib/arcade/validation/MatchingGameValidator.ts` - ✅ Already exists and comprehensive (570 lines)
|
||||
|
||||
### Configuration
|
||||
|
||||
- Already in `GAMES_CONFIG` as `'battle-arena'` (maps to internal name `'matching'`)
|
||||
- Config type: `MatchingGameConfig` in `/src/lib/arcade/game-configs.ts`
|
||||
|
||||
---
|
||||
|
||||
## Migration Complexity Assessment
|
||||
|
||||
### Complexity: **HIGH** (8/10)
|
||||
|
||||
**Reasons**:
|
||||
1. **Dual Locations**: Must consolidate two separate implementations
|
||||
2. **Partial Migration**: RoomMemoryPairsProvider uses useArcadeSession but not in modular format
|
||||
3. **Turn-Based Logic**: Player ownership validation, turn switching
|
||||
4. **Rich State**: Hover state, animations, pause/resume, mismatch feedback
|
||||
5. **Large Validator**: 570 lines (vs 350 for memory-quiz)
|
||||
6. **More Components**: 7 components + 2 shared (vs 7 for memory-quiz)
|
||||
7. **Tests**: Must maintain playerMetadata test coverage
|
||||
|
||||
**Similar To**: Memory Quiz migration (same pattern)
|
||||
|
||||
**Unique Challenges**:
|
||||
- Consolidating duplicate files from two locations
|
||||
- Deciding which version of duplicates is canonical
|
||||
- Handling `/games/matching/` route (deprecate or redirect?)
|
||||
- More complex multiplayer state (turn order, player ownership)
|
||||
|
||||
---
|
||||
|
||||
## Recommended Migration Approach
|
||||
|
||||
### Phase 1: Pre-Migration Audit ✅
|
||||
|
||||
**Goal**: Understand current state and identify discrepancies
|
||||
|
||||
**Tasks**:
|
||||
- [x] Map all files in both locations
|
||||
- [ ] Compare duplicate files to identify differences (e.g., `diff /src/app/arcade/matching/components/GameCard.tsx /src/app/games/matching/components/GameCard.tsx`)
|
||||
- [ ] Identify which location is canonical (likely `/src/app/arcade/matching/` based on RoomProvider)
|
||||
- [ ] Verify validator completeness (already done - looks comprehensive)
|
||||
- [ ] Check for references to `/games/matching/` route
|
||||
|
||||
**Deliverables**:
|
||||
- File comparison report
|
||||
- Decision: Which duplicate files to keep
|
||||
- List of files to delete
|
||||
|
||||
---
|
||||
|
||||
### Phase 2: Create Modular Game Definition
|
||||
|
||||
**Goal**: Define game in registry following SDK pattern
|
||||
|
||||
**Tasks**:
|
||||
1. Create `/src/arcade-games/matching/index.ts` with `defineGame()`
|
||||
2. Register in `/src/lib/arcade/game-registry.ts`
|
||||
3. Update `/src/lib/arcade/validators.ts` to import from new location
|
||||
4. Add type inference to `/src/lib/arcade/game-configs.ts`
|
||||
|
||||
**Template**:
|
||||
```typescript
|
||||
// /src/arcade-games/matching/index.ts
|
||||
import type { GameManifest, GameConfig } from '@/lib/arcade/game-sdk/types'
|
||||
import { defineGame } from '@/lib/arcade/game-sdk'
|
||||
import { MatchingProvider } from './Provider'
|
||||
import { MemoryPairsGame } from './components/MemoryPairsGame'
|
||||
import { matchingGameValidator } from './Validator'
|
||||
import { validateMatchingConfig } from './config-validation'
|
||||
import type { MatchingConfig, MatchingState, MatchingMove } from './types'
|
||||
|
||||
const manifest: GameManifest = {
|
||||
name: 'matching',
|
||||
displayName: 'Matching Pairs Battle',
|
||||
icon: '⚔️',
|
||||
description: 'Multiplayer memory battle with friends',
|
||||
longDescription: 'Battle friends in epic memory challenges. Match pairs faster than your opponents in this exciting multiplayer experience.',
|
||||
maxPlayers: 4,
|
||||
difficulty: 'Intermediate',
|
||||
chips: ['👥 Multiplayer', '🎯 Strategic', '🏆 Competitive'],
|
||||
color: 'purple',
|
||||
gradient: 'linear-gradient(135deg, #e9d5ff, #ddd6fe)',
|
||||
borderColor: 'purple.200',
|
||||
available: true,
|
||||
}
|
||||
|
||||
const defaultConfig: MatchingConfig = {
|
||||
gameType: 'abacus-numeral',
|
||||
difficulty: 6,
|
||||
turnTimer: 30,
|
||||
}
|
||||
|
||||
export const matchingGame = defineGame<MatchingConfig, MatchingState, MatchingMove>({
|
||||
manifest,
|
||||
Provider: MatchingProvider,
|
||||
GameComponent: MemoryPairsGame,
|
||||
validator: matchingGameValidator,
|
||||
defaultConfig,
|
||||
validateConfig: validateMatchingConfig,
|
||||
})
|
||||
```
|
||||
|
||||
**Files Modified**:
|
||||
- `/src/arcade-games/matching/index.ts` (new)
|
||||
- `/src/lib/arcade/game-registry.ts` (add import + register)
|
||||
- `/src/lib/arcade/validators.ts` (update import path)
|
||||
- `/src/lib/arcade/game-configs.ts` (add type inference)
|
||||
|
||||
---
|
||||
|
||||
### Phase 3: Move and Update Validator
|
||||
|
||||
**Goal**: Move validator to modular game directory
|
||||
|
||||
**Tasks**:
|
||||
1. Move `/src/lib/arcade/validation/MatchingGameValidator.ts` → `/src/arcade-games/matching/Validator.ts`
|
||||
2. Update imports to use local types from `./types` instead of importing from game-configs (avoid circular deps)
|
||||
3. Verify all move types are handled
|
||||
4. Check `getInitialState()` accepts all config fields
|
||||
|
||||
**Note**: Validator looks comprehensive already - likely minimal changes needed
|
||||
|
||||
**Files Modified**:
|
||||
- `/src/arcade-games/matching/Validator.ts` (moved)
|
||||
- Update imports in validator
|
||||
|
||||
---
|
||||
|
||||
### Phase 4: Consolidate and Move Types
|
||||
|
||||
**Goal**: Create SDK-compatible type definitions in modular location
|
||||
|
||||
**Tasks**:
|
||||
1. Compare types from both locations:
|
||||
- `/src/app/arcade/matching/context/types.ts`
|
||||
- `/src/app/games/matching/context/types.ts`
|
||||
2. Create `/src/arcade-games/matching/types.ts` with:
|
||||
- `MatchingConfig extends GameConfig`
|
||||
- `MatchingState` (from MemoryPairsState)
|
||||
- `MatchingMove` union type (7 move types: FLIP_CARD, START_GAME, CLEAR_MISMATCH, GO_TO_SETUP, SET_CONFIG, RESUME_GAME, HOVER_CARD)
|
||||
3. Ensure compatibility with validator expectations
|
||||
4. Fix any `{}` → `Record<string, never>` warnings
|
||||
|
||||
**Move Types**:
|
||||
```typescript
|
||||
export interface MatchingConfig extends GameConfig {
|
||||
gameType: 'abacus-numeral' | 'complement-pairs'
|
||||
difficulty: 6 | 8 | 12 | 15
|
||||
turnTimer: number
|
||||
}
|
||||
|
||||
export interface MatchingState {
|
||||
// Core game data
|
||||
cards: GameCard[]
|
||||
gameCards: GameCard[]
|
||||
flippedCards: GameCard[]
|
||||
|
||||
// Config
|
||||
gameType: 'abacus-numeral' | 'complement-pairs'
|
||||
difficulty: 6 | 8 | 12 | 15
|
||||
turnTimer: number
|
||||
|
||||
// Progression
|
||||
gamePhase: 'setup' | 'playing' | 'results'
|
||||
currentPlayer: string
|
||||
matchedPairs: number
|
||||
totalPairs: number
|
||||
moves: number
|
||||
scores: Record<string, number>
|
||||
activePlayers: string[]
|
||||
playerMetadata: Record<string, PlayerMetadata>
|
||||
consecutiveMatches: Record<string, number>
|
||||
|
||||
// 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
|
||||
originalConfig?: {
|
||||
gameType: 'abacus-numeral' | 'complement-pairs'
|
||||
difficulty: 6 | 8 | 12 | 15
|
||||
turnTimer: number
|
||||
}
|
||||
pausedGamePhase?: 'setup' | 'playing' | 'results'
|
||||
pausedGameState?: PausedGameState
|
||||
|
||||
// Hover state
|
||||
playerHovers: Record<string, string | null>
|
||||
}
|
||||
|
||||
export type MatchingMove =
|
||||
| { type: 'FLIP_CARD'; playerId: string; userId: string; data: { cardId: string } }
|
||||
| { type: 'START_GAME'; playerId: string; userId: string; data: { cards: GameCard[]; activePlayers: string[]; playerMetadata: Record<string, PlayerMetadata> } }
|
||||
| { type: 'CLEAR_MISMATCH'; playerId: string; userId: string; data: Record<string, never> }
|
||||
| { type: 'GO_TO_SETUP'; playerId: string; userId: string; data: Record<string, never> }
|
||||
| { type: 'SET_CONFIG'; playerId: string; userId: string; data: { field: 'gameType' | 'difficulty' | 'turnTimer'; value: any } }
|
||||
| { type: 'RESUME_GAME'; playerId: string; userId: string; data: Record<string, never> }
|
||||
| { type: 'HOVER_CARD'; playerId: string; userId: string; data: { cardId: string | null } }
|
||||
```
|
||||
|
||||
**Files Created**:
|
||||
- `/src/arcade-games/matching/types.ts`
|
||||
|
||||
---
|
||||
|
||||
### Phase 5: Create Unified Provider
|
||||
|
||||
**Goal**: Convert RoomMemoryPairsProvider to modular Provider using SDK
|
||||
|
||||
**Tasks**:
|
||||
1. Copy RoomMemoryPairsProvider as starting point (already uses useArcadeSession)
|
||||
2. Create `/src/arcade-games/matching/Provider.tsx`
|
||||
3. Remove dependency on MemoryPairsContext (will export its own hook)
|
||||
4. Update imports to use local types
|
||||
5. Ensure all action creators are present:
|
||||
- `startGame`
|
||||
- `flipCard`
|
||||
- `resetGame`
|
||||
- `setGameType`
|
||||
- `setDifficulty`
|
||||
- `setTurnTimer`
|
||||
- `goToSetup`
|
||||
- `resumeGame`
|
||||
- `hoverCard`
|
||||
6. Verify config persistence (nested under `gameConfig.matching`)
|
||||
7. Export `useMatching` hook
|
||||
|
||||
**Key Changes**:
|
||||
- Import types from `./types` not from context
|
||||
- Export hook: `export function useMatching() { return useContext(MatchingContext) }`
|
||||
- Ensure hooks called before early returns (React rules)
|
||||
|
||||
**Files Created**:
|
||||
- `/src/arcade-games/matching/Provider.tsx`
|
||||
|
||||
---
|
||||
|
||||
### Phase 6: Consolidate and Move Components
|
||||
|
||||
**Goal**: Move components to modular location, choosing canonical versions
|
||||
|
||||
**Decision Process** (for each component):
|
||||
1. If files are identical → pick either (prefer `/src/app/arcade/matching/`)
|
||||
2. If files differ → manually merge, keeping best of both
|
||||
3. Update imports to use new Provider: `from '@/arcade-games/matching/Provider'`
|
||||
4. Fix styled-system import paths (4 levels: `../../../../styled-system/css`)
|
||||
|
||||
**Components to Move**:
|
||||
- GameCard.tsx
|
||||
- PlayerStatusBar.tsx
|
||||
- ResultsPhase.tsx
|
||||
- SetupPhase.tsx
|
||||
- EmojiPicker.tsx
|
||||
- GamePhase.tsx
|
||||
- MemoryPairsGame.tsx
|
||||
|
||||
**Shared Components** (leave in place):
|
||||
- `/src/components/matching/HoverAvatar.tsx`
|
||||
- `/src/components/matching/MemoryGrid.tsx`
|
||||
|
||||
**Tests**:
|
||||
- Move test to `/src/arcade-games/matching/components/__tests__/EmojiPicker.test.tsx`
|
||||
|
||||
**Files Created**:
|
||||
- `/src/arcade-games/matching/components/*.tsx` (7 files)
|
||||
- `/src/arcade-games/matching/components/__tests__/EmojiPicker.test.tsx`
|
||||
|
||||
---
|
||||
|
||||
### Phase 7: Move Utility Functions
|
||||
|
||||
**Goal**: Consolidate utils in modular location
|
||||
|
||||
**Tasks**:
|
||||
1. Compare utils from both locations (likely identical)
|
||||
2. Move to `/src/arcade-games/matching/utils/`
|
||||
- `cardGeneration.ts`
|
||||
- `gameScoring.ts`
|
||||
- `matchValidation.ts`
|
||||
3. Update imports in components and validator
|
||||
|
||||
**Files Created**:
|
||||
- `/src/arcade-games/matching/utils/*.ts` (3 files)
|
||||
|
||||
---
|
||||
|
||||
### Phase 8: Update Routes and Clean Up
|
||||
|
||||
**Goal**: Update page routes and delete legacy files
|
||||
|
||||
**Tasks**:
|
||||
|
||||
**Route Updates**:
|
||||
1. `/src/app/arcade/matching/page.tsx` - Replace with redirect to `/arcade` (local mode deprecated)
|
||||
2. `/src/app/games/matching/page.tsx` - Replace with redirect to `/arcade` (legacy route)
|
||||
3. Remove from `GAMES_CONFIG` in `/src/components/GameSelector.tsx`
|
||||
4. Remove from `GAME_TYPE_TO_NAME` in `/src/app/arcade/room/page.tsx`
|
||||
5. Update `/src/lib/arcade/validation/types.ts` imports (if referencing old types)
|
||||
|
||||
**Delete Legacy Files** (~30 files):
|
||||
- `/src/app/arcade/matching/components/` (7 files + 1 test)
|
||||
- `/src/app/arcade/matching/context/` (5 files + 1 test)
|
||||
- `/src/app/arcade/matching/utils/` (3 files)
|
||||
- `/src/app/games/matching/components/` (7 files + 1 test + 1 story)
|
||||
- `/src/app/games/matching/context/` (2 files)
|
||||
- `/src/app/games/matching/utils/` (3 files)
|
||||
- `/src/lib/arcade/validation/MatchingGameValidator.ts` (moved)
|
||||
|
||||
**Files Modified**:
|
||||
- `/src/app/arcade/matching/page.tsx` (redirect)
|
||||
- `/src/app/games/matching/page.tsx` (redirect)
|
||||
- `/src/components/GameSelector.tsx` (remove from GAMES_CONFIG)
|
||||
- `/src/app/arcade/room/page.tsx` (remove from GAME_TYPE_TO_NAME)
|
||||
|
||||
---
|
||||
|
||||
## Testing Checklist
|
||||
|
||||
After migration, verify:
|
||||
|
||||
- [ ] Type checking passes (`npm run type-check`)
|
||||
- [ ] Format/lint passes (`npm run pre-commit`)
|
||||
- [ ] EmojiPicker test passes
|
||||
- [ ] PlayerMetadata test passes
|
||||
- [ ] Game loads in room mode
|
||||
- [ ] Game selector shows one "Matching Pairs Battle" button
|
||||
- [ ] Settings persist when changed in setup
|
||||
- [ ] Turn-based gameplay works (only current player can flip)
|
||||
- [ ] Card matching works (both abacus-numeral and complement-pairs)
|
||||
- [ ] Pause/Resume works
|
||||
- [ ] Hover state shows for other players
|
||||
- [ ] Mismatch feedback displays correctly
|
||||
- [ ] Results phase calculates scores correctly
|
||||
|
||||
---
|
||||
|
||||
## Migration Steps Summary
|
||||
|
||||
**8 Phases**:
|
||||
1. ✅ Pre-Migration Audit - Compare duplicate files
|
||||
2. ⏳ Create Modular Game Definition - Registry + types
|
||||
3. ⏳ Move and Update Validator - Move to new location
|
||||
4. ⏳ Consolidate and Move Types - SDK-compatible types
|
||||
5. ⏳ Create Unified Provider - Room-only provider
|
||||
6. ⏳ Consolidate and Move Components - Choose canonical versions
|
||||
7. ⏳ Move Utility Functions - Consolidate utils
|
||||
8. ⏳ Update Routes and Clean Up - Delete legacy files
|
||||
|
||||
**Estimated Effort**: 4-6 hours (larger than memory-quiz due to dual locations and more complexity)
|
||||
|
||||
---
|
||||
|
||||
## Key Differences from Memory Quiz Migration
|
||||
|
||||
1. **Dual Locations**: Must consolidate two separate implementations
|
||||
2. **More Complex**: Turn-based multiplayer vs cooperative team play
|
||||
3. **Partial Migration**: RoomProvider already uses useArcadeSession
|
||||
4. **More Components**: 7 game components + 2 shared
|
||||
5. **Existing Tests**: Must maintain test coverage
|
||||
6. **Two Routes**: Both `/arcade/matching` and `/games/matching` exist
|
||||
|
||||
---
|
||||
|
||||
## Risks and Mitigation
|
||||
|
||||
### Risk 1: File Divergence
|
||||
**Risk**: Duplicate files may have different features/fixes
|
||||
**Mitigation**: Manually diff each duplicate pair, merge best of both
|
||||
|
||||
### Risk 2: Test Breakage
|
||||
**Risk**: PlayerMetadata test may break during migration
|
||||
**Mitigation**: Run tests frequently, update test if needed
|
||||
|
||||
### Risk 3: Turn Logic Complexity
|
||||
**Risk**: Player ownership and turn validation is complex
|
||||
**Mitigation**: Validator already handles this - trust existing logic
|
||||
|
||||
### Risk 4: Unknown Dependencies
|
||||
**Risk**: Other parts of codebase may depend on `/games/matching/`
|
||||
**Mitigation**: Search for imports before deletion: `grep -r "from.*games/matching" src/`
|
||||
|
||||
---
|
||||
|
||||
## Post-Migration Verification
|
||||
|
||||
After completing all phases:
|
||||
|
||||
1. Run full test suite
|
||||
2. Manual testing:
|
||||
- Create room
|
||||
- Select "Matching Pairs Battle"
|
||||
- Configure settings (verify persistence)
|
||||
- Start game with multiple players
|
||||
- Play several turns (verify turn order)
|
||||
- Pause and resume
|
||||
- Complete game (verify results)
|
||||
3. Verify no duplicate game buttons
|
||||
4. Check browser console for errors
|
||||
5. Verify settings load correctly on page refresh
|
||||
|
||||
---
|
||||
|
||||
## References
|
||||
|
||||
- Memory Quiz Migration Plan: `docs/MEMORY_QUIZ_MIGRATION_PLAN.md`
|
||||
- Game Migration Playbook: `docs/GAME_MIGRATION_PLAYBOOK.md`
|
||||
- Game SDK Documentation: `.claude/GAME_SDK_DOCUMENTATION.md`
|
||||
- Settings Persistence: `.claude/GAME_SETTINGS_PERSISTENCE.md`
|
||||
676
apps/web/docs/MEMORY_QUIZ_MIGRATION_PLAN.md
Normal file
676
apps/web/docs/MEMORY_QUIZ_MIGRATION_PLAN.md
Normal file
@@ -0,0 +1,676 @@
|
||||
# Memory Quiz Migration Plan
|
||||
|
||||
**Game**: Memory Lightning (memory-quiz)
|
||||
**Date**: 2025-01-16
|
||||
**Target**: Migrate to Modular Game Platform (Game SDK)
|
||||
|
||||
---
|
||||
|
||||
## Executive Summary
|
||||
|
||||
Migrate the Memory Lightning game from the legacy architecture to the new modular game platform. This game is unique because:
|
||||
- ✅ Already has a validator (`MemoryQuizGameValidator`)
|
||||
- ✅ Already uses `useArcadeSession` in room mode
|
||||
- ❌ Located in `/app/arcade/memory-quiz/` instead of `/arcade-games/`
|
||||
- ❌ Uses reducer pattern instead of server-driven state
|
||||
- ❌ Not using Game SDK types and structure
|
||||
|
||||
**Complexity**: **Medium-High** (4-6 hours)
|
||||
**Risk**: Low (validator already exists, well-tested game)
|
||||
|
||||
---
|
||||
|
||||
## Current Architecture
|
||||
|
||||
### File Structure
|
||||
```
|
||||
src/app/arcade/memory-quiz/
|
||||
├── page.tsx # Main page (local mode)
|
||||
├── types.ts # State and move types
|
||||
├── reducer.ts # State reducer (local only)
|
||||
├── context/
|
||||
│ ├── MemoryQuizContext.tsx # Context interface
|
||||
│ ├── LocalMemoryQuizProvider.tsx # Local (solo) provider
|
||||
│ └── RoomMemoryQuizProvider.tsx # Multiplayer provider
|
||||
└── components/
|
||||
├── MemoryQuizGame.tsx # Game wrapper component
|
||||
├── SetupPhase.tsx # Setup/lobby UI
|
||||
├── DisplayPhase.tsx # Card display phase
|
||||
├── InputPhase.tsx # Input/guessing phase
|
||||
├── ResultsPhase.tsx # End game results
|
||||
├── CardGrid.tsx # Card display component
|
||||
└── ResultsCardGrid.tsx # Results card display
|
||||
|
||||
src/lib/arcade/validation/
|
||||
└── MemoryQuizGameValidator.ts # Server validator (✅ exists!)
|
||||
```
|
||||
|
||||
### Important Notes
|
||||
|
||||
**⚠️ Local Mode Deprecated**: This migration only supports room mode. All games must be played in a room (even solo play is a single-player room). No local/offline mode code should be included.
|
||||
|
||||
### Current State Type (`SorobanQuizState`)
|
||||
```typescript
|
||||
interface SorobanQuizState {
|
||||
// Core game data
|
||||
cards: QuizCard[]
|
||||
quizCards: QuizCard[]
|
||||
correctAnswers: number[]
|
||||
|
||||
// Game progression
|
||||
currentCardIndex: number
|
||||
displayTime: number
|
||||
selectedCount: 2 | 5 | 8 | 12 | 15
|
||||
selectedDifficulty: DifficultyLevel
|
||||
|
||||
// Input system state
|
||||
foundNumbers: number[]
|
||||
guessesRemaining: number
|
||||
currentInput: string
|
||||
incorrectGuesses: number
|
||||
|
||||
// Multiplayer state
|
||||
activePlayers: string[]
|
||||
playerMetadata: Record<string, PlayerMetadata>
|
||||
playerScores: Record<string, PlayerScore>
|
||||
playMode: 'cooperative' | 'competitive'
|
||||
numberFoundBy: Record<number, string>
|
||||
|
||||
// UI state
|
||||
gamePhase: 'setup' | 'display' | 'input' | 'results'
|
||||
prefixAcceptanceTimeout: NodeJS.Timeout | null
|
||||
finishButtonsBound: boolean
|
||||
wrongGuessAnimations: Array<{...}>
|
||||
|
||||
// Keyboard state
|
||||
hasPhysicalKeyboard: boolean | null
|
||||
testingMode: boolean
|
||||
showOnScreenKeyboard: boolean
|
||||
}
|
||||
```
|
||||
|
||||
### Current Move Types
|
||||
```typescript
|
||||
type MemoryQuizGameMove =
|
||||
| { type: 'START_QUIZ'; data: { numbers: number[], activePlayers, playerMetadata } }
|
||||
| { type: 'NEXT_CARD' }
|
||||
| { type: 'SHOW_INPUT_PHASE' }
|
||||
| { type: 'ACCEPT_NUMBER'; data: { number: number } }
|
||||
| { type: 'REJECT_NUMBER' }
|
||||
| { type: 'SET_INPUT'; data: { input: string } }
|
||||
| { type: 'SHOW_RESULTS' }
|
||||
| { type: 'RESET_QUIZ' }
|
||||
| { type: 'SET_CONFIG'; data: { field, value } }
|
||||
```
|
||||
|
||||
### Current Config
|
||||
```typescript
|
||||
interface MemoryQuizGameConfig {
|
||||
selectedCount: 2 | 5 | 8 | 12 | 15
|
||||
displayTime: number
|
||||
selectedDifficulty: 'beginner' | 'easy' | 'medium' | 'hard' | 'expert'
|
||||
playMode: 'cooperative' | 'competitive'
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Target Architecture
|
||||
|
||||
### New File Structure
|
||||
```
|
||||
src/arcade-games/memory-quiz/ # NEW location
|
||||
├── index.ts # Game definition (defineGame)
|
||||
├── Validator.ts # Move from /lib/arcade/validation/
|
||||
├── Provider.tsx # Single unified provider
|
||||
├── types.ts # State, config, move types
|
||||
├── game.yaml # Manifest (optional)
|
||||
└── components/
|
||||
├── GameComponent.tsx # Main game wrapper
|
||||
├── SetupPhase.tsx # Setup UI (updated)
|
||||
├── DisplayPhase.tsx # Display phase (minimal changes)
|
||||
├── InputPhase.tsx # Input phase (minimal changes)
|
||||
├── ResultsPhase.tsx # Results (minimal changes)
|
||||
├── CardGrid.tsx # Unchanged
|
||||
└── ResultsCardGrid.tsx # Unchanged
|
||||
```
|
||||
|
||||
### New Provider Pattern
|
||||
- ✅ Single provider (room mode only)
|
||||
- ✅ Uses `useArcadeSession` with `roomId` (always provided)
|
||||
- ✅ Uses Game SDK hooks (`useViewerId`, `useRoomData`, `useGameMode`)
|
||||
- ✅ All state driven by server validator (no client reducer)
|
||||
- ✅ All settings persist to room config automatically
|
||||
|
||||
---
|
||||
|
||||
## Migration Steps
|
||||
|
||||
### Phase 1: Preparation (1 hour)
|
||||
**Goal**: Set up new structure without breaking existing game
|
||||
|
||||
1. ✅ Create `/src/arcade-games/memory-quiz/` directory
|
||||
2. ✅ Copy Validator from `/lib/arcade/validation/` to new location
|
||||
3. ✅ Update Validator to use Game SDK types if needed
|
||||
4. ✅ Create `index.ts` stub for game definition
|
||||
5. ✅ Copy `types.ts` to new location (will be updated)
|
||||
6. ✅ Document what needs to change in each file
|
||||
|
||||
**Verification**: Existing game still works, new directory has scaffold
|
||||
|
||||
---
|
||||
|
||||
### Phase 2: Create Game Definition (1 hour)
|
||||
**Goal**: Define the game using `defineGame()` helper
|
||||
|
||||
**Steps**:
|
||||
1. Create `game.yaml` manifest (optional but recommended)
|
||||
```yaml
|
||||
name: memory-quiz
|
||||
displayName: Memory Lightning
|
||||
icon: 🧠
|
||||
description: Memorize soroban numbers and recall them
|
||||
longDescription: |
|
||||
Flash cards with soroban numbers. Memorize them during the display
|
||||
phase, then recall and type them during the input phase.
|
||||
maxPlayers: 8
|
||||
difficulty: Intermediate
|
||||
chips:
|
||||
- 👥 Multiplayer
|
||||
- ⚡ Fast-Paced
|
||||
- 🧠 Memory Challenge
|
||||
color: blue
|
||||
gradient: linear-gradient(135deg, #dbeafe, #bfdbfe)
|
||||
borderColor: blue.200
|
||||
available: true
|
||||
```
|
||||
|
||||
2. Create `index.ts` game definition:
|
||||
```typescript
|
||||
import { defineGame } from '@/lib/arcade/game-sdk'
|
||||
import type { GameManifest } from '@/lib/arcade/game-sdk'
|
||||
import { GameComponent } from './components/GameComponent'
|
||||
import { MemoryQuizProvider } from './Provider'
|
||||
import type { MemoryQuizConfig, MemoryQuizMove, MemoryQuizState } from './types'
|
||||
import { memoryQuizValidator } from './Validator'
|
||||
|
||||
const manifest: GameManifest = {
|
||||
name: 'memory-quiz',
|
||||
displayName: 'Memory Lightning',
|
||||
icon: '🧠',
|
||||
// ... (copy from game.yaml or define inline)
|
||||
}
|
||||
|
||||
const defaultConfig: MemoryQuizConfig = {
|
||||
selectedCount: 5,
|
||||
displayTime: 2.0,
|
||||
selectedDifficulty: 'easy',
|
||||
playMode: 'cooperative',
|
||||
}
|
||||
|
||||
function validateMemoryQuizConfig(config: unknown): config is MemoryQuizConfig {
|
||||
return (
|
||||
typeof config === 'object' &&
|
||||
config !== null &&
|
||||
'selectedCount' in config &&
|
||||
'displayTime' in config &&
|
||||
'selectedDifficulty' in config &&
|
||||
'playMode' in config &&
|
||||
[2, 5, 8, 12, 15].includes((config as any).selectedCount) &&
|
||||
typeof (config as any).displayTime === 'number' &&
|
||||
(config as any).displayTime > 0 &&
|
||||
['beginner', 'easy', 'medium', 'hard', 'expert'].includes(
|
||||
(config as any).selectedDifficulty
|
||||
) &&
|
||||
['cooperative', 'competitive'].includes((config as any).playMode)
|
||||
)
|
||||
}
|
||||
|
||||
export const memoryQuizGame = defineGame<
|
||||
MemoryQuizConfig,
|
||||
MemoryQuizState,
|
||||
MemoryQuizMove
|
||||
>({
|
||||
manifest,
|
||||
Provider: MemoryQuizProvider,
|
||||
GameComponent,
|
||||
validator: memoryQuizValidator,
|
||||
defaultConfig,
|
||||
validateConfig: validateMemoryQuizConfig,
|
||||
})
|
||||
```
|
||||
|
||||
3. Register game in `game-registry.ts`:
|
||||
```typescript
|
||||
import { memoryQuizGame } from '@/arcade-games/memory-quiz'
|
||||
registerGame(memoryQuizGame)
|
||||
```
|
||||
|
||||
4. Update `validators.ts` to import from new location:
|
||||
```typescript
|
||||
import { memoryQuizValidator } from '@/arcade-games/memory-quiz/Validator'
|
||||
```
|
||||
|
||||
5. Add type inference to `game-configs.ts`:
|
||||
```typescript
|
||||
import type { memoryQuizGame } from '@/arcade-games/memory-quiz'
|
||||
export type MemoryQuizGameConfig = InferGameConfig<typeof memoryQuizGame>
|
||||
```
|
||||
|
||||
**Verification**: Game definition compiles, validator registered
|
||||
|
||||
---
|
||||
|
||||
### Phase 3: Update Types (30 minutes)
|
||||
**Goal**: Ensure types match Game SDK expectations
|
||||
|
||||
**Changes to `types.ts`**:
|
||||
1. Rename `SorobanQuizState` → `MemoryQuizState`
|
||||
2. Ensure `MemoryQuizState` extends `GameState` from SDK
|
||||
3. Rename move types to match SDK patterns
|
||||
4. Export proper config type
|
||||
|
||||
**Example**:
|
||||
```typescript
|
||||
import type { GameConfig, GameState, GameMove } from '@/lib/arcade/game-sdk'
|
||||
|
||||
export interface MemoryQuizConfig extends GameConfig {
|
||||
selectedCount: 2 | 5 | 8 | 12 | 15
|
||||
displayTime: number
|
||||
selectedDifficulty: DifficultyLevel
|
||||
playMode: 'cooperative' | 'competitive'
|
||||
}
|
||||
|
||||
export interface MemoryQuizState extends GameState {
|
||||
// Core game data
|
||||
cards: QuizCard[]
|
||||
quizCards: QuizCard[]
|
||||
correctAnswers: number[]
|
||||
|
||||
// Game progression
|
||||
currentCardIndex: number
|
||||
displayTime: number
|
||||
selectedCount: number
|
||||
selectedDifficulty: DifficultyLevel
|
||||
|
||||
// Input system state
|
||||
foundNumbers: number[]
|
||||
guessesRemaining: number
|
||||
currentInput: string
|
||||
incorrectGuesses: number
|
||||
|
||||
// Multiplayer state (from GameState)
|
||||
activePlayers: string[]
|
||||
playerMetadata: Record<string, PlayerMetadata>
|
||||
|
||||
// Game-specific multiplayer
|
||||
playerScores: Record<string, PlayerScore>
|
||||
playMode: 'cooperative' | 'competitive'
|
||||
numberFoundBy: Record<number, string>
|
||||
|
||||
// UI state
|
||||
gamePhase: 'setup' | 'display' | 'input' | 'results'
|
||||
prefixAcceptanceTimeout: NodeJS.Timeout | null
|
||||
finishButtonsBound: boolean
|
||||
wrongGuessAnimations: Array<{...}>
|
||||
|
||||
// Keyboard state
|
||||
hasPhysicalKeyboard: boolean | null
|
||||
testingMode: boolean
|
||||
showOnScreenKeyboard: boolean
|
||||
}
|
||||
|
||||
export type MemoryQuizMove =
|
||||
| { type: 'START_QUIZ'; playerId: string; userId: string; timestamp: number; data: {...} }
|
||||
| { type: 'NEXT_CARD'; playerId: string; userId: string; timestamp: number; data: {} }
|
||||
// ... (ensure all moves have playerId, userId, timestamp)
|
||||
```
|
||||
|
||||
**Key Changes**:
|
||||
- All moves must have `playerId`, `userId`, `timestamp` (SDK requirement)
|
||||
- State should include `activePlayers` and `playerMetadata` (SDK standard)
|
||||
- Use `TEAM_MOVE` for moves where specific player doesn't matter
|
||||
|
||||
**Verification**: Types compile, validator accepts move types
|
||||
|
||||
---
|
||||
|
||||
### Phase 4: Create Provider (2 hours)
|
||||
**Goal**: Single provider for room mode (only mode supported)
|
||||
|
||||
**Key Pattern**:
|
||||
```typescript
|
||||
'use client'
|
||||
|
||||
import { useCallback, useMemo } from 'react'
|
||||
import {
|
||||
useArcadeSession,
|
||||
useGameMode,
|
||||
useRoomData,
|
||||
useViewerId,
|
||||
useUpdateGameConfig,
|
||||
buildPlayerMetadata,
|
||||
} from '@/lib/arcade/game-sdk'
|
||||
import type { MemoryQuizState, MemoryQuizMove } from './types'
|
||||
|
||||
export function MemoryQuizProvider({ children }: { children: ReactNode }) {
|
||||
const { data: viewerId } = useViewerId()
|
||||
const { roomData } = useRoomData()
|
||||
const { activePlayers: activePlayerIds, players } = useGameMode()
|
||||
const { mutate: updateGameConfig } = useUpdateGameConfig()
|
||||
|
||||
const activePlayers = Array.from(activePlayerIds)
|
||||
|
||||
// Merge saved config from room
|
||||
const initialState = useMemo(() => {
|
||||
const gameConfig = roomData?.gameConfig?.['memory-quiz']
|
||||
return {
|
||||
// ... default state
|
||||
displayTime: gameConfig?.displayTime ?? 2.0,
|
||||
selectedCount: gameConfig?.selectedCount ?? 5,
|
||||
selectedDifficulty: gameConfig?.selectedDifficulty ?? 'easy',
|
||||
playMode: gameConfig?.playMode ?? 'cooperative',
|
||||
// ... rest of state
|
||||
}
|
||||
}, [roomData])
|
||||
|
||||
const { state, sendMove, exitSession, lastError, clearError } =
|
||||
useArcadeSession<MemoryQuizState>({
|
||||
userId: viewerId || '',
|
||||
roomId: roomData?.id, // Always provided (room mode only)
|
||||
initialState,
|
||||
applyMove: (state) => state, // Server handles all updates
|
||||
})
|
||||
|
||||
// Action creators
|
||||
const startQuiz = useCallback((quizCards: QuizCard[]) => {
|
||||
const numbers = quizCards.map(c => c.number)
|
||||
const playerMetadata = buildPlayerMetadata(activePlayers, {}, players, viewerId)
|
||||
|
||||
sendMove({
|
||||
type: 'START_QUIZ',
|
||||
playerId: TEAM_MOVE,
|
||||
userId: viewerId || '',
|
||||
data: { numbers, quizCards, activePlayers, playerMetadata },
|
||||
})
|
||||
}, [viewerId, sendMove, activePlayers, players])
|
||||
|
||||
// ... more action creators
|
||||
|
||||
return (
|
||||
<MemoryQuizContext.Provider value={{
|
||||
state,
|
||||
startQuiz,
|
||||
// ... all other actions
|
||||
lastError,
|
||||
clearError,
|
||||
exitSession,
|
||||
}}>
|
||||
{children}
|
||||
</MemoryQuizContext.Provider>
|
||||
)
|
||||
}
|
||||
```
|
||||
|
||||
**Key Changes from Current RoomProvider**:
|
||||
1. ✅ No reducer - server handles all state
|
||||
2. ✅ Uses SDK hooks exclusively
|
||||
3. ✅ Simpler action creators (server does the work)
|
||||
4. ✅ Config persistence via `useUpdateGameConfig`
|
||||
5. ✅ Always uses roomId (no conditional logic)
|
||||
|
||||
**Files to Delete**:
|
||||
- ❌ `reducer.ts` (no longer needed)
|
||||
- ❌ `LocalMemoryQuizProvider.tsx` (local mode deprecated)
|
||||
- ❌ Client-side `applyMoveOptimistically()` (server authoritative)
|
||||
|
||||
**Verification**: Provider compiles, context works
|
||||
|
||||
---
|
||||
|
||||
### Phase 5: Update Components (1 hour)
|
||||
**Goal**: Update components to use new provider API
|
||||
|
||||
**Changes Needed**:
|
||||
1. **GameComponent.tsx** (new file):
|
||||
```typescript
|
||||
'use client'
|
||||
|
||||
import { useRouter } from 'next/navigation'
|
||||
import { PageWithNav } from '@/components/PageWithNav'
|
||||
import { useMemoryQuiz } from '../Provider'
|
||||
import { SetupPhase } from './SetupPhase'
|
||||
import { DisplayPhase } from './DisplayPhase'
|
||||
import { InputPhase } from './InputPhase'
|
||||
import { ResultsPhase } from './ResultsPhase'
|
||||
|
||||
export function GameComponent() {
|
||||
const router = useRouter()
|
||||
const { state, exitSession } = useMemoryQuiz()
|
||||
|
||||
return (
|
||||
<PageWithNav
|
||||
navTitle="Memory Lightning"
|
||||
navEmoji="🧠"
|
||||
emphasizePlayerSelection={state.gamePhase === 'setup'}
|
||||
onExitSession={() => {
|
||||
exitSession()
|
||||
router.push('/arcade')
|
||||
}}
|
||||
>
|
||||
<style dangerouslySetInnerHTML={{ __html: globalAnimations }} />
|
||||
|
||||
{state.gamePhase === 'setup' && <SetupPhase />}
|
||||
{state.gamePhase === 'display' && <DisplayPhase />}
|
||||
{state.gamePhase === 'input' && <InputPhase key="input-phase" />}
|
||||
{state.gamePhase === 'results' && <ResultsPhase />}
|
||||
</PageWithNav>
|
||||
)
|
||||
}
|
||||
```
|
||||
|
||||
2. **SetupPhase.tsx**: Update to use action creators instead of dispatch
|
||||
```diff
|
||||
- dispatch({ type: 'SET_DIFFICULTY', difficulty: value })
|
||||
+ setConfig('selectedDifficulty', value)
|
||||
```
|
||||
|
||||
3. **DisplayPhase.tsx**: Update to use `nextCard` action
|
||||
```diff
|
||||
- dispatch({ type: 'NEXT_CARD' })
|
||||
+ nextCard()
|
||||
```
|
||||
|
||||
4. **InputPhase.tsx**: Update to use `acceptNumber`, `rejectNumber` actions
|
||||
```diff
|
||||
- dispatch({ type: 'ACCEPT_NUMBER', number })
|
||||
+ acceptNumber(number)
|
||||
```
|
||||
|
||||
5. **ResultsPhase.tsx**: Update to use `resetGame`, `showResults` actions
|
||||
```diff
|
||||
- dispatch({ type: 'RESET_QUIZ' })
|
||||
+ resetGame()
|
||||
```
|
||||
|
||||
**Minimal Changes**:
|
||||
- Components mostly stay the same
|
||||
- Replace `dispatch()` calls with action creators
|
||||
- No other UI changes needed
|
||||
|
||||
**Verification**: All phases render, actions work
|
||||
|
||||
---
|
||||
|
||||
### Phase 6: Update Page Route (15 minutes)
|
||||
**Goal**: Update page to use new game definition
|
||||
|
||||
**New `/app/arcade/memory-quiz/page.tsx`**:
|
||||
```typescript
|
||||
'use client'
|
||||
|
||||
import { memoryQuizGame } from '@/arcade-games/memory-quiz'
|
||||
|
||||
const { Provider, GameComponent } = memoryQuizGame
|
||||
|
||||
export default function MemoryQuizPage() {
|
||||
return (
|
||||
<Provider>
|
||||
<GameComponent />
|
||||
</Provider>
|
||||
)
|
||||
}
|
||||
```
|
||||
|
||||
**That's it!** The game now uses the modular system.
|
||||
|
||||
**Verification**: Game loads and plays end-to-end
|
||||
|
||||
---
|
||||
|
||||
### Phase 7: Testing (30 minutes)
|
||||
**Goal**: Verify all functionality works
|
||||
|
||||
**Test Cases**:
|
||||
1. **Solo Play** (single player in room):
|
||||
- [ ] Setup phase renders
|
||||
- [ ] Can change all settings (count, difficulty, display time, play mode)
|
||||
- [ ] Can start quiz
|
||||
- [ ] Cards display with timing
|
||||
- [ ] Input phase works
|
||||
- [ ] Can type and submit answers
|
||||
- [ ] Correct/incorrect feedback works
|
||||
- [ ] Results phase shows scores
|
||||
- [ ] Can play again
|
||||
- [ ] Settings persist across page reloads
|
||||
|
||||
2. **Multiplayer** (multiple players):
|
||||
- [ ] Settings persist across page reloads
|
||||
- [ ] All players see same cards
|
||||
- [ ] Timing synchronized (room creator controls)
|
||||
- [ ] Input from any player works
|
||||
- [ ] Scores track correctly per player
|
||||
- [ ] Cooperative mode: team score works
|
||||
- [ ] Competitive mode: individual scores work
|
||||
- [ ] Results show all player scores
|
||||
|
||||
3. **Edge Cases**:
|
||||
- [ ] Switching games preserves settings
|
||||
- [ ] Leaving mid-game doesn't crash
|
||||
- [ ] Keyboard detection works
|
||||
- [ ] On-screen keyboard toggle works
|
||||
- [ ] Wrong guess animations work
|
||||
- [ ] Timeout handling works
|
||||
|
||||
**Verification**: All tests pass
|
||||
|
||||
---
|
||||
|
||||
## Breaking Changes
|
||||
|
||||
### For Users
|
||||
- ✅ **None** - Game should work identically
|
||||
|
||||
### For Developers
|
||||
- ❌ Can't use `dispatch()` anymore (use action creators)
|
||||
- ❌ Can't access reducer (server-driven state only)
|
||||
- ❌ No local mode support (room mode only)
|
||||
|
||||
---
|
||||
|
||||
## Rollback Plan
|
||||
|
||||
If migration fails:
|
||||
1. Revert page to use old providers
|
||||
2. Keep old files in place
|
||||
3. Remove new `/arcade-games/memory-quiz/` directory
|
||||
4. Unregister from game registry
|
||||
|
||||
**Time to rollback**: 5 minutes
|
||||
|
||||
---
|
||||
|
||||
## Post-Migration Tasks
|
||||
|
||||
1. ✅ Delete old files:
|
||||
- `/app/arcade/memory-quiz/reducer.ts` (no longer needed)
|
||||
- `/app/arcade/memory-quiz/context/LocalMemoryQuizProvider.tsx` (local mode deprecated)
|
||||
- `/app/arcade/memory-quiz/page.tsx` (old local mode page, replaced by arcade page)
|
||||
- `/lib/arcade/validation/MemoryQuizGameValidator.ts` (moved to new location)
|
||||
|
||||
2. ✅ Update imports across codebase
|
||||
|
||||
3. ✅ Add to `ARCHITECTURAL_IMPROVEMENTS.md`:
|
||||
- Memory Quiz migrated successfully
|
||||
- Now 3 games on modular platform
|
||||
|
||||
4. ✅ Run full test suite
|
||||
|
||||
---
|
||||
|
||||
## Complexity Analysis
|
||||
|
||||
### What Makes This Easier
|
||||
- ✅ Validator already exists and works
|
||||
- ✅ Already uses `useArcadeSession`
|
||||
- ✅ Move types mostly match SDK requirements
|
||||
- ✅ Well-tested, stable game
|
||||
|
||||
### What Makes This Harder
|
||||
- ❌ Complex UI state (keyboard detection, animations)
|
||||
- ❌ Two-phase gameplay (display, then input)
|
||||
- ❌ Timing synchronization requirements
|
||||
- ❌ Local input optimization (doesn't sync every keystroke)
|
||||
|
||||
### Estimated Time
|
||||
- **Fast path** (no issues): 3-4 hours
|
||||
- **Normal path** (minor fixes): 4-6 hours
|
||||
- **Slow path** (major issues): 6-8 hours
|
||||
|
||||
---
|
||||
|
||||
## Success Criteria
|
||||
|
||||
1. ✅ Game registered in game registry
|
||||
2. ✅ Config types inferred from game definition
|
||||
3. ✅ Single provider for local and room modes
|
||||
4. ✅ All phases work in both modes
|
||||
5. ✅ Settings persist in room mode
|
||||
6. ✅ Multiplayer synchronization works
|
||||
7. ✅ No TypeScript errors
|
||||
8. ✅ No lint errors
|
||||
9. ✅ Pre-commit checks pass
|
||||
10. ✅ Manual testing confirms all features work
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
### UI State Challenges
|
||||
Memory Quiz has significant UI-only state:
|
||||
- `wrongGuessAnimations` - visual feedback
|
||||
- `hasPhysicalKeyboard` - device detection
|
||||
- `showOnScreenKeyboard` - toggle state
|
||||
- `prefixAcceptanceTimeout` - timeout handling
|
||||
|
||||
**Solution**: These can remain client-only (not synced). They don't affect game logic.
|
||||
|
||||
### Input Optimization
|
||||
Current implementation doesn't sync `currentInput` over network (only final submission).
|
||||
|
||||
**Solution**: Keep this pattern. Use local state for input, only sync `ACCEPT_NUMBER`/`REJECT_NUMBER`.
|
||||
|
||||
### Timing Synchronization
|
||||
Room creator controls card timing (NEXT_CARD moves).
|
||||
|
||||
**Solution**: Check `isRoomCreator` flag, only creator can advance cards.
|
||||
|
||||
---
|
||||
|
||||
## References
|
||||
|
||||
- Game SDK Documentation: `/src/arcade-games/README.md`
|
||||
- Example Migration: Number Guesser, Math Sprint
|
||||
- Architecture Docs: `/docs/ARCHITECTURAL_IMPROVEMENTS.md`
|
||||
- Validator Registry: `/src/lib/arcade/validators.ts`
|
||||
- Game Registry: `/src/lib/arcade/game-registry.ts`
|
||||
792
apps/web/docs/arcade-game-architecture.md
Normal file
792
apps/web/docs/arcade-game-architecture.md
Normal file
@@ -0,0 +1,792 @@
|
||||
# Arcade Game Architecture
|
||||
|
||||
> **Design Philosophy**: Modular, type-safe, multiplayer-first game development with real-time synchronization
|
||||
|
||||
---
|
||||
|
||||
## Table of Contents
|
||||
|
||||
- [Design Goals](#design-goals)
|
||||
- [Architecture Overview](#architecture-overview)
|
||||
- [Core Concepts](#core-concepts)
|
||||
- [Implementation Details](#implementation-details)
|
||||
- [Design Decisions](#design-decisions)
|
||||
- [Lessons Learned](#lessons-learned)
|
||||
- [Future Improvements](#future-improvements)
|
||||
|
||||
---
|
||||
|
||||
## Design Goals
|
||||
|
||||
### Primary Goals
|
||||
|
||||
1. **Modularity**
|
||||
- Each game is a self-contained module
|
||||
- Games can be added/removed without affecting the core system
|
||||
- No tight coupling between games and infrastructure
|
||||
|
||||
2. **Type Safety**
|
||||
- Full TypeScript support throughout the stack
|
||||
- Compile-time validation of game definitions
|
||||
- Type-safe move validation and state management
|
||||
|
||||
3. **Multiplayer-First**
|
||||
- Real-time state synchronization via WebSocket
|
||||
- Optimistic updates for instant feedback
|
||||
- Server-authoritative validation to prevent cheating
|
||||
|
||||
4. **Developer Experience**
|
||||
- Simple, intuitive API for game creators
|
||||
- Minimal boilerplate
|
||||
- Clear separation of concerns
|
||||
- Comprehensive error messages
|
||||
|
||||
5. **Consistency**
|
||||
- Shared navigation and UI components
|
||||
- Standardized player management
|
||||
- Common error handling patterns
|
||||
- Unified room/lobby experience
|
||||
|
||||
### Non-Goals
|
||||
|
||||
- Supporting non-multiplayer games (use existing game routes for that)
|
||||
- Backwards compatibility with old game implementations
|
||||
- Supporting games outside the monorepo
|
||||
|
||||
---
|
||||
|
||||
## Architecture Overview
|
||||
|
||||
### System Layers
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Application Layer │
|
||||
│ - GameSelector (game discovery) │
|
||||
│ - Room management │
|
||||
│ - Player management │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Registry Layer │
|
||||
│ - Game registration │
|
||||
│ - Game discovery (getGame, getAllGames) │
|
||||
│ - Manifest validation │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ SDK Layer │
|
||||
│ - Stable API surface │
|
||||
│ - React hooks (useArcadeSession, etc.) │
|
||||
│ - Type definitions │
|
||||
│ - Utilities (buildPlayerMetadata, etc.) │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Game Layer │
|
||||
│ Individual games (number-guesser, math-sprint, etc.) │
|
||||
│ Each game: Validator + Provider + Components + Types │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Infrastructure Layer │
|
||||
│ - WebSocket (useArcadeSocket) │
|
||||
│ - Optimistic state (useOptimisticGameState) │
|
||||
│ - Database (room data, player data) │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
### Data Flow: Move Execution
|
||||
|
||||
```
|
||||
1. User clicks button
|
||||
│
|
||||
▼
|
||||
2. Provider calls sendMove()
|
||||
│
|
||||
▼
|
||||
3. useArcadeSession
|
||||
├─→ Apply optimistically (instant UI update)
|
||||
└─→ Send via WebSocket to server
|
||||
│
|
||||
▼
|
||||
4. Server validates move
|
||||
│
|
||||
├─→ VALID:
|
||||
│ ├─→ Apply to server state
|
||||
│ ├─→ Increment version
|
||||
│ ├─→ Broadcast to all clients
|
||||
│ └─→ Client: Remove from pending, confirm state
|
||||
│
|
||||
└─→ INVALID:
|
||||
├─→ Send rejection message
|
||||
└─→ Client: Rollback optimistic state, show error
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Core Concepts
|
||||
|
||||
### 1. Game Definition
|
||||
|
||||
A game is defined by five core pieces:
|
||||
|
||||
```typescript
|
||||
interface GameDefinition<TConfig, TState, TMove> {
|
||||
manifest: GameManifest // Display metadata
|
||||
Provider: GameProviderComponent // React context provider
|
||||
GameComponent: GameComponent // Main UI component
|
||||
validator: GameValidator // Server validation logic
|
||||
defaultConfig: TConfig // Default settings
|
||||
}
|
||||
```
|
||||
|
||||
**Why this structure?**
|
||||
- `manifest`: Declarative metadata for discovery and UI
|
||||
- `Provider`: Encapsulates all game logic and state management
|
||||
- `GameComponent`: Pure UI component, no business logic
|
||||
- `validator`: Server-authoritative validation prevents cheating
|
||||
- `defaultConfig`: Sensible defaults, can be overridden per-room
|
||||
|
||||
### 2. Validator (Server-Side)
|
||||
|
||||
The validator is the **source of truth** for game logic.
|
||||
|
||||
```typescript
|
||||
interface GameValidator<TState, TMove> {
|
||||
validateMove(state: TState, move: TMove): ValidationResult
|
||||
isGameComplete(state: TState): boolean
|
||||
getInitialState(config: unknown): TState
|
||||
}
|
||||
```
|
||||
|
||||
**Key Principles:**
|
||||
- **Pure functions**: No side effects, no I/O
|
||||
- **Deterministic**: Same input → same output
|
||||
- **Complete game logic**: All rules enforced here
|
||||
- **Returns new state**: Immutable state updates
|
||||
|
||||
**Why server-side?**
|
||||
- Prevents cheating (client can't fake moves)
|
||||
- Single source of truth (no client/server divergence)
|
||||
- Easier debugging (all logic in one place)
|
||||
- Can add server-only features (analytics, anti-cheat)
|
||||
|
||||
### 3. Provider (Client-Side)
|
||||
|
||||
The provider manages client state and provides a clean API.
|
||||
|
||||
```typescript
|
||||
interface GameContextValue {
|
||||
state: GameState // Current game state
|
||||
lastError: string | null // Last validation error
|
||||
startGame: () => void // Action creators
|
||||
makeMove: (data) => void // ...
|
||||
clearError: () => void
|
||||
exitSession: () => void
|
||||
}
|
||||
```
|
||||
|
||||
**Responsibilities:**
|
||||
- Wrap `useArcadeSession` with game-specific actions
|
||||
- Build player metadata from game mode context
|
||||
- Provide clean, typed API to components
|
||||
- Handle room config persistence
|
||||
|
||||
**Anti-Pattern:** Don't put game logic here. The provider is a **thin wrapper** around the SDK.
|
||||
|
||||
### 4. Optimistic Updates
|
||||
|
||||
The system uses **optimistic UI** for instant feedback:
|
||||
|
||||
1. User makes a move → UI updates immediately
|
||||
2. Move sent to server for validation
|
||||
3. Server validates:
|
||||
- ✓ Valid → Confirm optimistic state
|
||||
- ✗ Invalid → Rollback and show error
|
||||
|
||||
**Why optimistic updates?**
|
||||
- Instant feedback (no perceived latency)
|
||||
- Better UX for fast-paced games
|
||||
- Handles network issues gracefully
|
||||
|
||||
**Tradeoff:**
|
||||
- More complex state management
|
||||
- Need rollback logic
|
||||
- Potential for flashing/jumpy UI on rollback
|
||||
|
||||
**When NOT to use:**
|
||||
- High-stakes actions (payments, permanent changes)
|
||||
- Actions with irreversible side effects
|
||||
- When server latency is acceptable
|
||||
|
||||
### 5. State Synchronization
|
||||
|
||||
State is synchronized across all clients in a room:
|
||||
|
||||
```
|
||||
Client A makes move → Server validates → Broadcast to all clients
|
||||
├─→ Client A: Confirm optimistic update
|
||||
├─→ Client B: Apply server state
|
||||
└─→ Client C: Apply server state
|
||||
```
|
||||
|
||||
**Conflict Resolution:**
|
||||
- Server state is **always authoritative**
|
||||
- Version numbers prevent out-of-order updates
|
||||
- Pending moves are reapplied after server sync
|
||||
|
||||
---
|
||||
|
||||
## Implementation Details
|
||||
|
||||
### SDK Design
|
||||
|
||||
The SDK provides a **stable API surface** that games import from:
|
||||
|
||||
```typescript
|
||||
// ✅ GOOD: Import from SDK
|
||||
import { useArcadeSession, type GameDefinition } from '@/lib/arcade/game-sdk'
|
||||
|
||||
// ❌ BAD: Import internal implementation
|
||||
import { useArcadeSocket } from '@/hooks/useArcadeSocket'
|
||||
```
|
||||
|
||||
**Why?**
|
||||
- **Stability**: Internal APIs can change, SDK stays stable
|
||||
- **Discoverability**: One place to find all game APIs
|
||||
- **Encapsulation**: Hide implementation details
|
||||
- **Documentation**: SDK is the "public API" to document
|
||||
|
||||
**SDK Exports:**
|
||||
|
||||
```typescript
|
||||
// Types
|
||||
export type { GameDefinition, GameValidator, GameState, GameMove, ... }
|
||||
|
||||
// React Hooks
|
||||
export { useArcadeSession, useRoomData, useGameMode, useViewerId }
|
||||
|
||||
// Utilities
|
||||
export { defineGame, buildPlayerMetadata, loadManifest }
|
||||
```
|
||||
|
||||
### Registry Pattern
|
||||
|
||||
Games register themselves on module load:
|
||||
|
||||
```typescript
|
||||
// game-registry.ts
|
||||
const registry = new Map<string, GameDefinition>()
|
||||
|
||||
export function registerGame(game: GameDefinition) {
|
||||
registry.set(game.manifest.name, game)
|
||||
}
|
||||
|
||||
export function getGame(name: string) {
|
||||
return registry.get(name)
|
||||
}
|
||||
|
||||
// At bottom of file
|
||||
import { numberGuesserGame } from '@/arcade-games/number-guesser'
|
||||
registerGame(numberGuesserGame)
|
||||
```
|
||||
|
||||
**Why self-registration?**
|
||||
- No central "game list" to maintain
|
||||
- Games are automatically discovered
|
||||
- Import errors are caught at module load time
|
||||
- Easy to enable/disable games (comment out registration)
|
||||
|
||||
**Alternative Considered:** Auto-discovery via file system
|
||||
|
||||
```typescript
|
||||
// ❌ Rejected: Magic, fragile, breaks with bundlers
|
||||
const games = import.meta.glob('../arcade-games/*/index.ts')
|
||||
```
|
||||
|
||||
### Player Metadata
|
||||
|
||||
Player metadata is built from multiple sources:
|
||||
|
||||
```typescript
|
||||
function buildPlayerMetadata(
|
||||
playerIds: string[],
|
||||
existingMetadata: Record<string, unknown>,
|
||||
playerMap: Map<string, Player>,
|
||||
viewerId?: string
|
||||
): Record<string, PlayerMetadata>
|
||||
```
|
||||
|
||||
**Sources:**
|
||||
1. `playerIds`: Which players are active
|
||||
2. `existingMetadata`: Carry over existing data (for reconnects)
|
||||
3. `playerMap`: Player details (name, emoji, color, userId)
|
||||
4. `viewerId`: Current user (for ownership checks)
|
||||
|
||||
**Why so complex?**
|
||||
- Players can be local or remote (in rooms)
|
||||
- Need to preserve data across state updates
|
||||
- Must map player IDs to user IDs for permissions
|
||||
- Support for guest players vs. authenticated users
|
||||
|
||||
### Move Validation Flow
|
||||
|
||||
```typescript
|
||||
// 1. Client sends move
|
||||
sendMove({
|
||||
type: 'MAKE_GUESS',
|
||||
playerId: 'player-123',
|
||||
userId: 'user-456',
|
||||
timestamp: Date.now(),
|
||||
data: { guess: 42 }
|
||||
})
|
||||
|
||||
// 2. Optimistic update (client-side)
|
||||
const optimisticState = applyMove(currentState, move)
|
||||
setOptimisticState(optimisticState)
|
||||
|
||||
// 3. Server validates
|
||||
const result = validator.validateMove(serverState, move)
|
||||
|
||||
// 4a. Valid → Broadcast new state
|
||||
if (result.valid) {
|
||||
serverState = result.newState
|
||||
version++
|
||||
broadcastToAllClients({ gameState: serverState, version })
|
||||
}
|
||||
|
||||
// 4b. Invalid → Send rejection
|
||||
else {
|
||||
sendToClient({ error: result.error, move })
|
||||
}
|
||||
|
||||
// 5. Client handles response
|
||||
// Valid: Confirm optimistic state, remove from pending
|
||||
// Invalid: Rollback optimistic state, show error
|
||||
```
|
||||
|
||||
**Key Points:**
|
||||
- Optimistic update happens **before** server response
|
||||
- Server is **authoritative** (client state can be overwritten)
|
||||
- Version numbers prevent stale updates
|
||||
- Rejected moves trigger error UI
|
||||
|
||||
---
|
||||
|
||||
## Design Decisions
|
||||
|
||||
### Decision: Server-Authoritative Validation
|
||||
|
||||
**Choice:** All game logic runs on server, client is "dumb"
|
||||
|
||||
**Rationale:**
|
||||
- Prevents cheating (client can't manipulate state)
|
||||
- Single source of truth (no client/server divergence)
|
||||
- Easier testing (one codebase for game logic)
|
||||
- Can add server-side features (analytics, matchmaking)
|
||||
|
||||
**Tradeoff:**
|
||||
- ➕ Secure, consistent, easier to maintain
|
||||
- ➖ Network latency affects UX (mitigated by optimistic updates)
|
||||
- ➖ Can't play offline
|
||||
|
||||
**Alternative Considered:** Client-side validation + server verification
|
||||
- Rejected: Duplicate logic, potential for divergence
|
||||
|
||||
### Decision: Optimistic Updates
|
||||
|
||||
**Choice:** Apply moves immediately, rollback on rejection
|
||||
|
||||
**Rationale:**
|
||||
- Instant feedback (no perceived latency)
|
||||
- Better UX for turn-based games
|
||||
- Handles network issues gracefully
|
||||
|
||||
**Tradeoff:**
|
||||
- ➕ Feels instant, smooth UX
|
||||
- ➖ More complex state management
|
||||
- ➖ Potential for jarring rollbacks
|
||||
|
||||
**When to disable:** High-stakes actions (payments, permanent bans)
|
||||
|
||||
### Decision: TypeScript Everywhere
|
||||
|
||||
**Choice:** Full TypeScript on client and server
|
||||
|
||||
**Rationale:**
|
||||
- Compile-time validation catches bugs early
|
||||
- Better IDE support (autocomplete, refactoring)
|
||||
- Self-documenting code (types as documentation)
|
||||
- Easier refactoring (compiler catches breakages)
|
||||
|
||||
**Tradeoff:**
|
||||
- ➕ Fewer runtime errors, better DX
|
||||
- ➖ Slower initial development (must define types)
|
||||
- ➖ Learning curve for new developers
|
||||
|
||||
**Alternative Considered:** JavaScript with JSDoc
|
||||
- Rejected: JSDoc is not type-safe, easy to drift
|
||||
|
||||
### Decision: React Context for State
|
||||
|
||||
**Choice:** Each game has a Provider that wraps game logic
|
||||
|
||||
**Rationale:**
|
||||
- Natural React pattern
|
||||
- Easy to compose (Provider wraps GameComponent)
|
||||
- No prop drilling
|
||||
- Easy to test (can provide mock context)
|
||||
|
||||
**Tradeoff:**
|
||||
- ➕ Clean component APIs, easy to understand
|
||||
- ➖ Can't use context outside React tree
|
||||
- ➖ Re-renders if not memoized carefully
|
||||
|
||||
**Alternative Considered:** Zustand/Redux
|
||||
- Rejected: Overkill for game-specific state, harder to isolate per-game
|
||||
|
||||
### Decision: Phase-Based UI
|
||||
|
||||
**Choice:** Each game has distinct phases (setup, playing, results)
|
||||
|
||||
**Rationale:**
|
||||
- Clear separation of concerns
|
||||
- Easy to understand game flow
|
||||
- Each phase is independently testable
|
||||
- Natural mapping to game states
|
||||
|
||||
**Tradeoff:**
|
||||
- ➕ Organized, predictable
|
||||
- ➖ Some duplication (multiple components)
|
||||
- ➖ Can't have overlapping phases
|
||||
|
||||
**Pattern:**
|
||||
|
||||
```typescript
|
||||
{state.gamePhase === 'setup' && <SetupPhase />}
|
||||
{state.gamePhase === 'playing' && <PlayingPhase />}
|
||||
{state.gamePhase === 'results' && <ResultsPhase />}
|
||||
```
|
||||
|
||||
### Decision: Player Order from Set Iteration
|
||||
|
||||
**Choice:** Don't sort player arrays, use Set iteration order
|
||||
|
||||
**Rationale:**
|
||||
- Set order is consistent within a session
|
||||
- Matches UI display order (PageWithNav uses same Set)
|
||||
- Avoids alphabetical bias (first player isn't always "AAA")
|
||||
|
||||
**Tradeoff:**
|
||||
- ➕ UI and game logic always match
|
||||
- ➖ Order is not predictable across sessions
|
||||
- ➖ Different players see different orders (based on join time)
|
||||
|
||||
**Why not sort?**
|
||||
- Creates mismatch: UI shows Set order, game uses sorted order
|
||||
- Causes "skipping first player" bug (discovered in Number Guesser)
|
||||
|
||||
### Decision: No Optimistic Logic in Provider
|
||||
|
||||
**Choice:** Provider's `applyMove` just returns current state
|
||||
|
||||
```typescript
|
||||
const { state, sendMove } = useArcadeSession({
|
||||
applyMove: (state, move) => state // Don't apply, wait for server
|
||||
})
|
||||
```
|
||||
|
||||
**Rationale:**
|
||||
- Keeps client logic minimal (less code to maintain)
|
||||
- Prevents client/server logic divergence
|
||||
- Server is authoritative (no client-side cheats)
|
||||
|
||||
**Tradeoff:**
|
||||
- ➕ Simple, secure
|
||||
- ➖ Slightly slower UX (wait for server)
|
||||
|
||||
**When to use client-side `applyMove`:**
|
||||
- Very fast-paced games (60fps animations)
|
||||
- Purely cosmetic updates (particles, sounds)
|
||||
- Never for game logic (scoring, winning, etc.)
|
||||
|
||||
---
|
||||
|
||||
## Lessons Learned
|
||||
|
||||
### From Number Guesser Implementation
|
||||
|
||||
#### 1. Type Coercion is Critical
|
||||
|
||||
**Problem:** WebSocket/JSON serialization converts numbers to strings.
|
||||
|
||||
```typescript
|
||||
// Client sends
|
||||
sendMove({ data: { guess: 42 } })
|
||||
|
||||
// Server receives
|
||||
move.data.guess === "42" // String! 😱
|
||||
```
|
||||
|
||||
**Solution:** Explicit coercion in validator
|
||||
|
||||
```typescript
|
||||
validateMove(state, move) {
|
||||
case 'MAKE_GUESS':
|
||||
return this.validateGuess(state, Number(move.data.guess))
|
||||
}
|
||||
```
|
||||
|
||||
**Lesson:** Always coerce types from `move.data` in validator.
|
||||
|
||||
**Symptom Observed:** User reported "first guess always rejected, second guess always correct" which was caused by:
|
||||
- First guess: `"42" < 1` evaluates to `false` (string comparison)
|
||||
- Validator thinks it's valid, calculates distance as `NaN`
|
||||
- `NaN === 0` is false, so guess is "wrong"
|
||||
- Second guess: `"50" < 1` also evaluates oddly, but `Math.abs("50" - 42)` coerces correctly
|
||||
- The behavior was unpredictable due to mixed type coercion
|
||||
|
||||
**Root Cause:** String comparison operators (`<`, `>`) have weird behavior with string numbers.
|
||||
|
||||
#### 2. Player Ordering Must Be Consistent
|
||||
|
||||
**Problem:** Set iteration order differed from sorted order, causing "skipped player" bug.
|
||||
|
||||
**Root Cause:**
|
||||
- UI used `Array.from(Set)` → Set iteration order
|
||||
- Game used `Array.from(Set).sort()` → Alphabetical order
|
||||
- Leftmost UI player ≠ First game player
|
||||
|
||||
**Solution:** Remove `.sort()` everywhere, use raw Set order.
|
||||
|
||||
**Lesson:** Player order must be identical in UI and game logic.
|
||||
|
||||
#### 3. Error Feedback is Essential
|
||||
|
||||
**Problem:** Moves rejected silently, users confused.
|
||||
|
||||
**Solution:** `lastError` state with auto-dismiss UI.
|
||||
|
||||
```typescript
|
||||
const { lastError, clearError } = useArcadeSession()
|
||||
|
||||
{lastError && (
|
||||
<ErrorBanner message={lastError} onDismiss={clearError} />
|
||||
)}
|
||||
```
|
||||
|
||||
**Lesson:** Always surface validation errors to users.
|
||||
|
||||
#### 4. Turn Indicators Improve UX
|
||||
|
||||
**Problem:** Players didn't know whose turn it was.
|
||||
|
||||
**Solution:** `currentPlayerId` prop to `PageWithNav`.
|
||||
|
||||
```typescript
|
||||
<PageWithNav
|
||||
currentPlayerId={state.currentPlayer}
|
||||
playerScores={state.scores}
|
||||
>
|
||||
```
|
||||
|
||||
**Lesson:** Visual feedback for turn-based games is critical.
|
||||
|
||||
#### 5. Round vs. Game Completion
|
||||
|
||||
**Problem:** Validator checked `!state.winner` for next round, but winner is only set when game ends.
|
||||
|
||||
**Root Cause:** Confused "round complete" (someone guessed) with "game complete" (someone won).
|
||||
|
||||
**Solution:** Check if last guess was correct:
|
||||
|
||||
```typescript
|
||||
const roundComplete = state.guesses.length > 0 &&
|
||||
state.guesses[state.guesses.length - 1].distance === 0
|
||||
```
|
||||
|
||||
**Lesson:** Be precise about what "complete" means (round vs. game).
|
||||
|
||||
#### 6. Debug Logging is Invaluable
|
||||
|
||||
**Problem:** Type issues caused subtle bugs (always correct guess).
|
||||
|
||||
**Solution:** Add logging in validator:
|
||||
|
||||
```typescript
|
||||
console.log('[NumberGuesser] Validating guess:', {
|
||||
guess,
|
||||
guessType: typeof guess,
|
||||
secretNumber: state.secretNumber,
|
||||
secretNumberType: typeof state.secretNumber,
|
||||
distance: Math.abs(guess - state.secretNumber)
|
||||
})
|
||||
```
|
||||
|
||||
**Lesson:** Log types and values during development.
|
||||
|
||||
---
|
||||
|
||||
## Future Improvements
|
||||
|
||||
### 1. Automated Testing
|
||||
|
||||
**Current State:** Manual testing only
|
||||
|
||||
**Proposal:**
|
||||
- Unit tests for validators (pure functions, easy to test)
|
||||
- Integration tests for Provider + useArcadeSession
|
||||
- E2E tests for full game flows (Playwright)
|
||||
|
||||
**Example:**
|
||||
|
||||
```typescript
|
||||
describe('NumberGuesserValidator', () => {
|
||||
it('should reject out-of-bounds guess', () => {
|
||||
const validator = new NumberGuesserValidator()
|
||||
const state = { minNumber: 1, maxNumber: 100, ... }
|
||||
const move = { type: 'MAKE_GUESS', data: { guess: 200 } }
|
||||
|
||||
const result = validator.validateMove(state, move)
|
||||
|
||||
expect(result.valid).toBe(false)
|
||||
expect(result.error).toContain('must be between')
|
||||
})
|
||||
})
|
||||
```
|
||||
|
||||
### 2. Move History / Replay
|
||||
|
||||
**Current State:** No move history
|
||||
|
||||
**Proposal:**
|
||||
- Store all moves in database
|
||||
- Allow "replay" of games
|
||||
- Enable undo/redo (for certain games)
|
||||
- Analytics on player behavior
|
||||
|
||||
**Schema:**
|
||||
|
||||
```typescript
|
||||
interface GameSession {
|
||||
id: string
|
||||
roomId: string
|
||||
gameType: string
|
||||
moves: GameMove[]
|
||||
finalState: GameState
|
||||
startTime: number
|
||||
endTime: number
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Game Analytics
|
||||
|
||||
**Current State:** No analytics
|
||||
|
||||
**Proposal:**
|
||||
- Track game completions, durations, winners
|
||||
- Player skill ratings (Elo, TrueSkill)
|
||||
- Popular games dashboard
|
||||
- A/B testing for game variants
|
||||
|
||||
### 4. Spectator Mode
|
||||
|
||||
**Current State:** Only active players can view game
|
||||
|
||||
**Proposal:**
|
||||
- Allow non-players to watch
|
||||
- Spectators can't send moves (read-only)
|
||||
- Show spectator count in room
|
||||
|
||||
**Implementation:**
|
||||
|
||||
```typescript
|
||||
interface RoomMember {
|
||||
userId: string
|
||||
role: 'player' | 'spectator' | 'host'
|
||||
}
|
||||
```
|
||||
|
||||
### 5. Game Variants
|
||||
|
||||
**Current State:** One config per game
|
||||
|
||||
**Proposal:**
|
||||
- Preset variants (Easy, Medium, Hard)
|
||||
- Custom rules per room
|
||||
- "House rules" feature
|
||||
|
||||
**Example:**
|
||||
|
||||
```typescript
|
||||
const variants = {
|
||||
beginner: { minNumber: 1, maxNumber: 20, roundsToWin: 1 },
|
||||
standard: { minNumber: 1, maxNumber: 100, roundsToWin: 3 },
|
||||
expert: { minNumber: 1, maxNumber: 1000, roundsToWin: 5 },
|
||||
}
|
||||
```
|
||||
|
||||
### 6. Tournaments / Brackets
|
||||
|
||||
**Current State:** Single-room games only
|
||||
|
||||
**Proposal:**
|
||||
- Multi-round tournaments
|
||||
- Bracket generation
|
||||
- Leaderboards
|
||||
|
||||
### 7. Game Mod Support
|
||||
|
||||
**Current State:** Games are hard-coded
|
||||
|
||||
**Proposal:**
|
||||
- Load games from external bundles
|
||||
- Community-created games
|
||||
- Sandboxed execution (Deno, WASM)
|
||||
|
||||
**Challenges:**
|
||||
- Security (untrusted code)
|
||||
- Type safety (dynamic loading)
|
||||
- Versioning (breaking changes)
|
||||
|
||||
### 8. Voice/Video Chat
|
||||
|
||||
**Current State:** Text chat only (if implemented)
|
||||
|
||||
**Proposal:**
|
||||
- WebRTC voice/video
|
||||
- Per-room channels
|
||||
- Mute/kick controls
|
||||
|
||||
---
|
||||
|
||||
## Appendix: Key Files Reference
|
||||
|
||||
| Path | Purpose |
|
||||
|------|---------|
|
||||
| `src/lib/arcade/game-sdk/index.ts` | SDK exports (public API) |
|
||||
| `src/lib/arcade/game-registry.ts` | Game registration |
|
||||
| `src/lib/arcade/manifest-schema.ts` | Manifest validation |
|
||||
| `src/hooks/useArcadeSession.ts` | Session management hook |
|
||||
| `src/hooks/useArcadeSocket.ts` | WebSocket connection |
|
||||
| `src/hooks/useOptimisticGameState.ts` | Optimistic state management |
|
||||
| `src/contexts/GameModeContext.tsx` | Player management |
|
||||
| `src/components/PageWithNav.tsx` | Game navigation wrapper |
|
||||
| `src/arcade-games/number-guesser/` | Example game implementation |
|
||||
|
||||
---
|
||||
|
||||
## Related Documentation
|
||||
|
||||
- [Game Development Guide](../arcade-games/README.md) - Step-by-step guide to creating games
|
||||
- [API Reference](./arcade-game-api-reference.md) - Complete SDK API documentation (TODO)
|
||||
- [Deployment Guide](./arcade-game-deployment.md) - How to deploy new games (TODO)
|
||||
|
||||
---
|
||||
|
||||
*Last Updated: 2025-10-15*
|
||||
42
apps/web/drizzle/0010_make_game_name_nullable.sql
Normal file
42
apps/web/drizzle/0010_make_game_name_nullable.sql
Normal file
@@ -0,0 +1,42 @@
|
||||
-- Make game_name and game_config nullable to support game selection in room
|
||||
-- SQLite doesn't support ALTER COLUMN, so we need to recreate the table
|
||||
|
||||
PRAGMA foreign_keys=OFF;--> statement-breakpoint
|
||||
|
||||
-- Create temporary table with correct schema
|
||||
CREATE TABLE `arcade_rooms_new` (
|
||||
`id` text PRIMARY KEY NOT NULL,
|
||||
`code` text(6) NOT NULL,
|
||||
`name` text(50),
|
||||
`created_by` text NOT NULL,
|
||||
`creator_name` text(50) NOT NULL,
|
||||
`created_at` integer NOT NULL,
|
||||
`last_activity` integer NOT NULL,
|
||||
`ttl_minutes` integer DEFAULT 60 NOT NULL,
|
||||
`access_mode` text DEFAULT 'open' NOT NULL,
|
||||
`password` text(255),
|
||||
`display_password` text(100),
|
||||
`game_name` text,
|
||||
`game_config` text,
|
||||
`status` text DEFAULT 'lobby' NOT NULL,
|
||||
`current_session_id` text,
|
||||
`total_games_played` integer DEFAULT 0 NOT NULL
|
||||
);--> statement-breakpoint
|
||||
|
||||
-- Copy all data
|
||||
INSERT INTO `arcade_rooms_new`
|
||||
SELECT `id`, `code`, `name`, `created_by`, `creator_name`, `created_at`,
|
||||
`last_activity`, `ttl_minutes`, `access_mode`, `password`, `display_password`,
|
||||
`game_name`, `game_config`, `status`, `current_session_id`, `total_games_played`
|
||||
FROM `arcade_rooms`;--> statement-breakpoint
|
||||
|
||||
-- Drop old table
|
||||
DROP TABLE `arcade_rooms`;--> statement-breakpoint
|
||||
|
||||
-- Rename new table
|
||||
ALTER TABLE `arcade_rooms_new` RENAME TO `arcade_rooms`;--> statement-breakpoint
|
||||
|
||||
-- Recreate index
|
||||
CREATE UNIQUE INDEX `arcade_rooms_code_unique` ON `arcade_rooms` (`code`);--> statement-breakpoint
|
||||
|
||||
PRAGMA foreign_keys=ON;
|
||||
33
apps/web/drizzle/0011_add_room_game_configs.sql
Normal file
33
apps/web/drizzle/0011_add_room_game_configs.sql
Normal file
@@ -0,0 +1,33 @@
|
||||
-- Create room_game_configs table for normalized game settings storage
|
||||
-- This migration is safe to run multiple times (uses IF NOT EXISTS)
|
||||
|
||||
-- Create the table
|
||||
CREATE TABLE IF NOT EXISTS `room_game_configs` (
|
||||
`id` text PRIMARY KEY NOT NULL,
|
||||
`room_id` text NOT NULL,
|
||||
`game_name` text NOT NULL,
|
||||
`config` text NOT NULL,
|
||||
`created_at` integer NOT NULL,
|
||||
`updated_at` integer NOT NULL,
|
||||
FOREIGN KEY (`room_id`) REFERENCES `arcade_rooms`(`id`) ON UPDATE no action ON DELETE cascade
|
||||
);
|
||||
--> statement-breakpoint
|
||||
|
||||
-- Create unique index
|
||||
CREATE UNIQUE INDEX IF NOT EXISTS `room_game_idx` ON `room_game_configs` (`room_id`,`game_name`);
|
||||
--> statement-breakpoint
|
||||
|
||||
-- Migrate existing game configs from arcade_rooms.game_config column
|
||||
-- This INSERT will only run if data hasn't been migrated yet
|
||||
INSERT OR IGNORE INTO room_game_configs (id, room_id, game_name, config, created_at, updated_at)
|
||||
SELECT
|
||||
lower(hex(randomblob(16))) as id,
|
||||
id as room_id,
|
||||
game_name,
|
||||
game_config as config,
|
||||
created_at,
|
||||
last_activity as updated_at
|
||||
FROM arcade_rooms
|
||||
WHERE game_config IS NOT NULL
|
||||
AND game_name IS NOT NULL
|
||||
AND game_name IN ('matching', 'memory-quiz', 'complement-race');
|
||||
@@ -71,6 +71,20 @@
|
||||
"when": 1760600000000,
|
||||
"tag": "0009_add_display_password",
|
||||
"breakpoints": true
|
||||
},
|
||||
{
|
||||
"idx": 10,
|
||||
"version": "7",
|
||||
"when": 1760700000000,
|
||||
"tag": "0010_make_game_name_nullable",
|
||||
"breakpoints": true
|
||||
},
|
||||
{
|
||||
"idx": 11,
|
||||
"version": "7",
|
||||
"when": 1760800000000,
|
||||
"tag": "0011_add_room_game_configs",
|
||||
"breakpoints": true
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
@@ -59,6 +59,7 @@
|
||||
"drizzle-orm": "^0.44.6",
|
||||
"emojibase-data": "^16.0.3",
|
||||
"jose": "^6.1.0",
|
||||
"js-yaml": "^4.1.0",
|
||||
"lucide-react": "^0.294.0",
|
||||
"make-plural": "^7.4.0",
|
||||
"nanoid": "^5.1.6",
|
||||
@@ -69,7 +70,8 @@
|
||||
"react-dom": "^18.2.0",
|
||||
"react-resizable-layout": "^0.7.3",
|
||||
"socket.io": "^4.8.1",
|
||||
"socket.io-client": "^4.8.1"
|
||||
"socket.io-client": "^4.8.1",
|
||||
"zod": "^4.1.12"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@playwright/test": "^1.55.1",
|
||||
@@ -80,6 +82,7 @@
|
||||
"@testing-library/react": "^16.3.0",
|
||||
"@types/bcryptjs": "^2.4.6",
|
||||
"@types/better-sqlite3": "^7.6.13",
|
||||
"@types/js-yaml": "^4.0.9",
|
||||
"@types/node": "^20.0.0",
|
||||
"@types/react": "^18.2.0",
|
||||
"@types/react-dom": "^18.2.0",
|
||||
|
||||
@@ -1,343 +0,0 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.getSocketIO = getSocketIO;
|
||||
exports.initializeSocketServer = initializeSocketServer;
|
||||
const socket_io_1 = require("socket.io");
|
||||
const session_manager_1 = require("./src/lib/arcade/session-manager");
|
||||
const room_manager_1 = require("./src/lib/arcade/room-manager");
|
||||
const room_membership_1 = require("./src/lib/arcade/room-membership");
|
||||
const player_manager_1 = require("./src/lib/arcade/player-manager");
|
||||
const MatchingGameValidator_1 = require("./src/lib/arcade/validation/MatchingGameValidator");
|
||||
/**
|
||||
* Get the socket.io server instance
|
||||
* Returns null if not initialized
|
||||
*/
|
||||
function getSocketIO() {
|
||||
return globalThis.__socketIO || null;
|
||||
}
|
||||
function initializeSocketServer(httpServer) {
|
||||
const io = new socket_io_1.Server(httpServer, {
|
||||
path: "/api/socket",
|
||||
cors: {
|
||||
origin: process.env.NEXT_PUBLIC_URL || "http://localhost:3000",
|
||||
credentials: true,
|
||||
},
|
||||
});
|
||||
io.on("connection", (socket) => {
|
||||
console.log("🔌 Client connected:", socket.id);
|
||||
let currentUserId = null;
|
||||
// Join arcade session room
|
||||
socket.on("join-arcade-session", async ({ userId, roomId }) => {
|
||||
currentUserId = userId;
|
||||
socket.join(`arcade:${userId}`);
|
||||
console.log(`👤 User ${userId} joined arcade room`);
|
||||
// If this session is part of a room, also join the game room for multi-user sync
|
||||
if (roomId) {
|
||||
socket.join(`game:${roomId}`);
|
||||
console.log(`🎮 User ${userId} joined game room ${roomId}`);
|
||||
}
|
||||
// Send current session state if exists
|
||||
// For room-based games, look up shared room session
|
||||
try {
|
||||
const session = roomId
|
||||
? await (0, session_manager_1.getArcadeSessionByRoom)(roomId)
|
||||
: await (0, session_manager_1.getArcadeSession)(userId);
|
||||
if (session) {
|
||||
console.log("[join-arcade-session] Found session:", {
|
||||
userId,
|
||||
roomId,
|
||||
version: session.version,
|
||||
sessionUserId: session.userId,
|
||||
});
|
||||
socket.emit("session-state", {
|
||||
gameState: session.gameState,
|
||||
currentGame: session.currentGame,
|
||||
gameUrl: session.gameUrl,
|
||||
activePlayers: session.activePlayers,
|
||||
version: session.version,
|
||||
});
|
||||
} else {
|
||||
console.log("[join-arcade-session] No active session found for:", {
|
||||
userId,
|
||||
roomId,
|
||||
});
|
||||
socket.emit("no-active-session");
|
||||
}
|
||||
} catch (error) {
|
||||
console.error("Error fetching session:", error);
|
||||
socket.emit("session-error", { error: "Failed to fetch session" });
|
||||
}
|
||||
});
|
||||
// Handle game moves
|
||||
socket.on("game-move", async (data) => {
|
||||
console.log("🎮 Game move received:", {
|
||||
userId: data.userId,
|
||||
moveType: data.move.type,
|
||||
playerId: data.move.playerId,
|
||||
timestamp: data.move.timestamp,
|
||||
roomId: data.roomId,
|
||||
fullMove: JSON.stringify(data.move, null, 2),
|
||||
});
|
||||
try {
|
||||
// Special handling for START_GAME - create session if it doesn't exist
|
||||
if (data.move.type === "START_GAME") {
|
||||
// For room-based games, check if room session exists
|
||||
const existingSession = data.roomId
|
||||
? await (0, session_manager_1.getArcadeSessionByRoom)(data.roomId)
|
||||
: await (0, session_manager_1.getArcadeSession)(data.userId);
|
||||
if (!existingSession) {
|
||||
console.log("🎯 Creating new session for START_GAME");
|
||||
// activePlayers must be provided in the START_GAME move data
|
||||
const activePlayers = data.move.data?.activePlayers;
|
||||
if (!activePlayers || activePlayers.length === 0) {
|
||||
console.error("❌ START_GAME move missing activePlayers");
|
||||
socket.emit("move-rejected", {
|
||||
error: "START_GAME requires at least one active player",
|
||||
move: data.move,
|
||||
});
|
||||
return;
|
||||
}
|
||||
// Get initial state from validator
|
||||
const initialState =
|
||||
MatchingGameValidator_1.matchingGameValidator.getInitialState({
|
||||
difficulty: 6,
|
||||
gameType: "abacus-numeral",
|
||||
turnTimer: 30,
|
||||
});
|
||||
// Check if user is already in a room for this game
|
||||
const userRoomIds = await (0, room_membership_1.getUserRooms)(
|
||||
data.userId,
|
||||
);
|
||||
let room = null;
|
||||
// Look for an existing active room for this game
|
||||
for (const roomId of userRoomIds) {
|
||||
const existingRoom = await (0, room_manager_1.getRoomById)(
|
||||
roomId,
|
||||
);
|
||||
if (
|
||||
existingRoom &&
|
||||
existingRoom.gameName === "matching" &&
|
||||
existingRoom.status !== "finished"
|
||||
) {
|
||||
room = existingRoom;
|
||||
console.log("🏠 Using existing room:", room.code);
|
||||
break;
|
||||
}
|
||||
}
|
||||
// If no suitable room exists, create a new one
|
||||
if (!room) {
|
||||
room = await (0, room_manager_1.createRoom)({
|
||||
name: "Auto-generated Room",
|
||||
createdBy: data.userId,
|
||||
creatorName: "Player",
|
||||
gameName: "matching",
|
||||
gameConfig: {
|
||||
difficulty: 6,
|
||||
gameType: "abacus-numeral",
|
||||
turnTimer: 30,
|
||||
},
|
||||
ttlMinutes: 60,
|
||||
});
|
||||
console.log("🏠 Created new room:", room.code);
|
||||
}
|
||||
// Now create the session linked to the room
|
||||
await (0, session_manager_1.createArcadeSession)({
|
||||
userId: data.userId,
|
||||
gameName: "matching",
|
||||
gameUrl: "/arcade/room", // Room-based sessions use /arcade/room
|
||||
initialState,
|
||||
activePlayers,
|
||||
roomId: room.id,
|
||||
});
|
||||
console.log(
|
||||
"✅ Session created successfully with room association",
|
||||
);
|
||||
// Notify all connected clients about the new session
|
||||
const newSession = await (0, session_manager_1.getArcadeSession)(
|
||||
data.userId,
|
||||
);
|
||||
if (newSession) {
|
||||
io.to(`arcade:${data.userId}`).emit("session-state", {
|
||||
gameState: newSession.gameState,
|
||||
currentGame: newSession.currentGame,
|
||||
gameUrl: newSession.gameUrl,
|
||||
activePlayers: newSession.activePlayers,
|
||||
version: newSession.version,
|
||||
});
|
||||
console.log(
|
||||
"📢 Emitted session-state to notify clients of new session",
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Apply game move - use roomId for room-based games to access shared session
|
||||
const result = await (0, session_manager_1.applyGameMove)(
|
||||
data.userId,
|
||||
data.move,
|
||||
data.roomId,
|
||||
);
|
||||
if (result.success && result.session) {
|
||||
const moveAcceptedData = {
|
||||
gameState: result.session.gameState,
|
||||
version: result.session.version,
|
||||
move: data.move,
|
||||
};
|
||||
// Broadcast the updated state to all devices for this user
|
||||
io.to(`arcade:${data.userId}`).emit(
|
||||
"move-accepted",
|
||||
moveAcceptedData,
|
||||
);
|
||||
// If this is a room-based session, ALSO broadcast to all users in the room
|
||||
if (result.session.roomId) {
|
||||
io.to(`game:${result.session.roomId}`).emit(
|
||||
"move-accepted",
|
||||
moveAcceptedData,
|
||||
);
|
||||
console.log(
|
||||
`📢 Broadcasted move to game room ${result.session.roomId}`,
|
||||
);
|
||||
}
|
||||
// Update activity timestamp
|
||||
await (0, session_manager_1.updateSessionActivity)(data.userId);
|
||||
} else {
|
||||
// Send rejection only to the requesting socket
|
||||
socket.emit("move-rejected", {
|
||||
error: result.error,
|
||||
move: data.move,
|
||||
versionConflict: result.versionConflict,
|
||||
});
|
||||
}
|
||||
} catch (error) {
|
||||
console.error("Error processing move:", error);
|
||||
socket.emit("move-rejected", {
|
||||
error: "Server error processing move",
|
||||
move: data.move,
|
||||
});
|
||||
}
|
||||
});
|
||||
// Handle session exit
|
||||
socket.on("exit-arcade-session", async ({ userId }) => {
|
||||
console.log("🚪 User exiting arcade session:", userId);
|
||||
try {
|
||||
await (0, session_manager_1.deleteArcadeSession)(userId);
|
||||
io.to(`arcade:${userId}`).emit("session-ended");
|
||||
} catch (error) {
|
||||
console.error("Error ending session:", error);
|
||||
socket.emit("session-error", { error: "Failed to end session" });
|
||||
}
|
||||
});
|
||||
// Keep-alive ping
|
||||
socket.on("ping-session", async ({ userId }) => {
|
||||
try {
|
||||
await (0, session_manager_1.updateSessionActivity)(userId);
|
||||
socket.emit("pong-session");
|
||||
} catch (error) {
|
||||
console.error("Error updating activity:", error);
|
||||
}
|
||||
});
|
||||
// Room: Join
|
||||
socket.on("join-room", async ({ roomId, userId }) => {
|
||||
console.log(`🏠 User ${userId} joining room ${roomId}`);
|
||||
try {
|
||||
// Join the socket room
|
||||
socket.join(`room:${roomId}`);
|
||||
// Mark member as online
|
||||
await (0, room_membership_1.setMemberOnline)(roomId, userId, true);
|
||||
// Get room data
|
||||
const members = await (0, room_membership_1.getRoomMembers)(roomId);
|
||||
const memberPlayers = await (0, player_manager_1.getRoomActivePlayers)(
|
||||
roomId,
|
||||
);
|
||||
// Convert memberPlayers Map to object for JSON serialization
|
||||
const memberPlayersObj = {};
|
||||
for (const [uid, players] of memberPlayers.entries()) {
|
||||
memberPlayersObj[uid] = players;
|
||||
}
|
||||
// Send current room state to the joining user
|
||||
socket.emit("room-joined", {
|
||||
roomId,
|
||||
members,
|
||||
memberPlayers: memberPlayersObj,
|
||||
});
|
||||
// Notify all other members in the room
|
||||
socket.to(`room:${roomId}`).emit("member-joined", {
|
||||
roomId,
|
||||
userId,
|
||||
members,
|
||||
memberPlayers: memberPlayersObj,
|
||||
});
|
||||
console.log(`✅ User ${userId} joined room ${roomId}`);
|
||||
} catch (error) {
|
||||
console.error("Error joining room:", error);
|
||||
socket.emit("room-error", { error: "Failed to join room" });
|
||||
}
|
||||
});
|
||||
// Room: Leave
|
||||
socket.on("leave-room", async ({ roomId, userId }) => {
|
||||
console.log(`🚪 User ${userId} leaving room ${roomId}`);
|
||||
try {
|
||||
// Leave the socket room
|
||||
socket.leave(`room:${roomId}`);
|
||||
// Mark member as offline
|
||||
await (0, room_membership_1.setMemberOnline)(roomId, userId, false);
|
||||
// Get updated members
|
||||
const members = await (0, room_membership_1.getRoomMembers)(roomId);
|
||||
const memberPlayers = await (0, player_manager_1.getRoomActivePlayers)(
|
||||
roomId,
|
||||
);
|
||||
// Convert memberPlayers Map to object
|
||||
const memberPlayersObj = {};
|
||||
for (const [uid, players] of memberPlayers.entries()) {
|
||||
memberPlayersObj[uid] = players;
|
||||
}
|
||||
// Notify remaining members
|
||||
io.to(`room:${roomId}`).emit("member-left", {
|
||||
roomId,
|
||||
userId,
|
||||
members,
|
||||
memberPlayers: memberPlayersObj,
|
||||
});
|
||||
console.log(`✅ User ${userId} left room ${roomId}`);
|
||||
} catch (error) {
|
||||
console.error("Error leaving room:", error);
|
||||
}
|
||||
});
|
||||
// Room: Players updated
|
||||
socket.on("players-updated", async ({ roomId, userId }) => {
|
||||
console.log(`🎯 Players updated for user ${userId} in room ${roomId}`);
|
||||
try {
|
||||
// Get updated player data
|
||||
const memberPlayers = await (0, player_manager_1.getRoomActivePlayers)(
|
||||
roomId,
|
||||
);
|
||||
// Convert memberPlayers Map to object
|
||||
const memberPlayersObj = {};
|
||||
for (const [uid, players] of memberPlayers.entries()) {
|
||||
memberPlayersObj[uid] = players;
|
||||
}
|
||||
// Broadcast to all members in the room (including sender)
|
||||
io.to(`room:${roomId}`).emit("room-players-updated", {
|
||||
roomId,
|
||||
memberPlayers: memberPlayersObj,
|
||||
});
|
||||
console.log(`✅ Broadcasted player updates for room ${roomId}`);
|
||||
} catch (error) {
|
||||
console.error("Error updating room players:", error);
|
||||
socket.emit("room-error", { error: "Failed to update players" });
|
||||
}
|
||||
});
|
||||
socket.on("disconnect", () => {
|
||||
console.log("🔌 Client disconnected:", socket.id);
|
||||
if (currentUserId) {
|
||||
// Don't delete session on disconnect - it persists across devices
|
||||
console.log(
|
||||
`👤 User ${currentUserId} disconnected but session persists`,
|
||||
);
|
||||
}
|
||||
});
|
||||
});
|
||||
// Store in globalThis to make accessible across module boundaries
|
||||
globalThis.__socketIO = io;
|
||||
console.log("✅ Socket.IO initialized on /api/socket");
|
||||
return io;
|
||||
}
|
||||
@@ -7,6 +7,9 @@ import { recordRoomMemberHistory } from '@/lib/arcade/room-member-history'
|
||||
import { getRoomMembers } from '@/lib/arcade/room-membership'
|
||||
import { getSocketIO } from '@/lib/socket-io'
|
||||
import { getViewerId } from '@/lib/viewer'
|
||||
import { getAllGameConfigs, setGameConfig } from '@/lib/arcade/game-config-helpers'
|
||||
import { isValidGameName } from '@/lib/arcade/validators'
|
||||
import type { GameName } from '@/lib/arcade/validators'
|
||||
|
||||
type RouteContext = {
|
||||
params: Promise<{ roomId: string }>
|
||||
@@ -18,6 +21,11 @@ type RouteContext = {
|
||||
* Body:
|
||||
* - accessMode?: 'open' | 'locked' | 'retired' | 'password' | 'restricted' | 'approval-only'
|
||||
* - password?: string (plain text, will be hashed)
|
||||
* - gameName?: string | null (any game with a registered validator)
|
||||
* - gameConfig?: object (game-specific settings)
|
||||
*
|
||||
* Note: gameName is validated at runtime against the validator registry.
|
||||
* No need to update this file when adding new games!
|
||||
*/
|
||||
export async function PATCH(req: NextRequest, context: RouteContext) {
|
||||
try {
|
||||
@@ -25,6 +33,36 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
|
||||
const viewerId = await getViewerId()
|
||||
const body = await req.json()
|
||||
|
||||
console.log(
|
||||
'[Settings API] PATCH request received:',
|
||||
JSON.stringify(
|
||||
{
|
||||
roomId,
|
||||
body,
|
||||
},
|
||||
null,
|
||||
2
|
||||
)
|
||||
)
|
||||
|
||||
// Read current room state from database BEFORE any changes
|
||||
const [currentRoom] = await db
|
||||
.select()
|
||||
.from(schema.arcadeRooms)
|
||||
.where(eq(schema.arcadeRooms.id, roomId))
|
||||
|
||||
console.log(
|
||||
'[Settings API] Current room state in database BEFORE update:',
|
||||
JSON.stringify(
|
||||
{
|
||||
gameName: currentRoom?.gameName,
|
||||
gameConfig: currentRoom?.gameConfig,
|
||||
},
|
||||
null,
|
||||
2
|
||||
)
|
||||
)
|
||||
|
||||
// Check if user is the host
|
||||
const members = await getRoomMembers(roomId)
|
||||
const currentMember = members.find((m) => m.userId === viewerId)
|
||||
@@ -58,6 +96,18 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
|
||||
)
|
||||
}
|
||||
|
||||
// Validate gameName if provided - check against validator registry at runtime
|
||||
if (body.gameName !== undefined && body.gameName !== null) {
|
||||
if (!isValidGameName(body.gameName)) {
|
||||
return NextResponse.json(
|
||||
{
|
||||
error: `Invalid game name: ${body.gameName}. Game must have a registered validator.`,
|
||||
},
|
||||
{ status: 400 }
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
// Prepare update data
|
||||
const updateData: Record<string, any> = {}
|
||||
|
||||
@@ -77,12 +127,82 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
|
||||
}
|
||||
}
|
||||
|
||||
// Update room settings
|
||||
const [updatedRoom] = await db
|
||||
.update(schema.arcadeRooms)
|
||||
.set(updateData)
|
||||
.where(eq(schema.arcadeRooms.id, roomId))
|
||||
.returning()
|
||||
// Update game selection if provided
|
||||
if (body.gameName !== undefined) {
|
||||
updateData.gameName = body.gameName
|
||||
}
|
||||
|
||||
// Handle game config updates - write to new room_game_configs table
|
||||
if (body.gameConfig !== undefined && body.gameConfig !== null) {
|
||||
// body.gameConfig is expected to be nested by game name: { matching: {...}, memory-quiz: {...} }
|
||||
// Extract each game's config and write to the new table
|
||||
for (const [gameName, config] of Object.entries(body.gameConfig)) {
|
||||
if (config && typeof config === 'object') {
|
||||
await setGameConfig(roomId, gameName as GameName, config)
|
||||
console.log(`[Settings API] Wrote ${gameName} config to room_game_configs table`)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
console.log(
|
||||
'[Settings API] Update data to be written to database:',
|
||||
JSON.stringify(updateData, null, 2)
|
||||
)
|
||||
|
||||
// If game is being changed (or cleared), delete the existing arcade session
|
||||
// This ensures a fresh session will be created with the new game settings
|
||||
if (body.gameName !== undefined) {
|
||||
console.log(`[Settings API] Deleting existing arcade session for room ${roomId}`)
|
||||
await db.delete(schema.arcadeSessions).where(eq(schema.arcadeSessions.roomId, roomId))
|
||||
}
|
||||
|
||||
// Update room settings (only if there's something to update)
|
||||
let updatedRoom = currentRoom
|
||||
if (Object.keys(updateData).length > 0) {
|
||||
;[updatedRoom] = await db
|
||||
.update(schema.arcadeRooms)
|
||||
.set(updateData)
|
||||
.where(eq(schema.arcadeRooms.id, roomId))
|
||||
.returning()
|
||||
}
|
||||
|
||||
// Get aggregated game configs from new table
|
||||
const gameConfig = await getAllGameConfigs(roomId)
|
||||
|
||||
console.log(
|
||||
'[Settings API] Room state in database AFTER update:',
|
||||
JSON.stringify(
|
||||
{
|
||||
gameName: updatedRoom.gameName,
|
||||
gameConfig,
|
||||
},
|
||||
null,
|
||||
2
|
||||
)
|
||||
)
|
||||
|
||||
// Broadcast game change to all room members
|
||||
if (body.gameName !== undefined) {
|
||||
const io = await getSocketIO()
|
||||
if (io) {
|
||||
try {
|
||||
console.log(`[Settings API] Broadcasting game change to room ${roomId}: ${body.gameName}`)
|
||||
const broadcastData: {
|
||||
roomId: string
|
||||
gameName: string | null
|
||||
gameConfig?: Record<string, unknown>
|
||||
} = {
|
||||
roomId,
|
||||
gameName: body.gameName,
|
||||
gameConfig, // Include aggregated configs from new table
|
||||
}
|
||||
|
||||
io.to(`room:${roomId}`).emit('room-game-changed', broadcastData)
|
||||
} catch (socketError) {
|
||||
console.error('[Settings API] Failed to broadcast game change:', socketError)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If setting to retired, expel all non-owner members
|
||||
if (body.accessMode === 'retired') {
|
||||
@@ -150,7 +270,15 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
|
||||
}
|
||||
}
|
||||
|
||||
return NextResponse.json({ room: updatedRoom }, { status: 200 })
|
||||
return NextResponse.json(
|
||||
{
|
||||
room: {
|
||||
...updatedRoom,
|
||||
gameConfig, // Include aggregated configs from new table
|
||||
},
|
||||
},
|
||||
{ status: 200 }
|
||||
)
|
||||
} catch (error: any) {
|
||||
console.error('Failed to update room settings:', error)
|
||||
return NextResponse.json({ error: 'Failed to update room settings' }, { status: 500 })
|
||||
|
||||
@@ -4,6 +4,7 @@ import { getRoomById } from '@/lib/arcade/room-manager'
|
||||
import { getRoomMembers } from '@/lib/arcade/room-membership'
|
||||
import { getRoomActivePlayers } from '@/lib/arcade/player-manager'
|
||||
import { getViewerId } from '@/lib/viewer'
|
||||
import { getAllGameConfigs } from '@/lib/arcade/game-config-helpers'
|
||||
|
||||
/**
|
||||
* GET /api/arcade/rooms/current
|
||||
@@ -28,6 +29,22 @@ export async function GET() {
|
||||
return NextResponse.json({ error: 'Room not found' }, { status: 404 })
|
||||
}
|
||||
|
||||
// Get game configs from new room_game_configs table
|
||||
const gameConfig = await getAllGameConfigs(roomId)
|
||||
|
||||
console.log(
|
||||
'[Current Room API] Room data READ from database:',
|
||||
JSON.stringify(
|
||||
{
|
||||
roomId,
|
||||
gameName: room.gameName,
|
||||
gameConfig,
|
||||
},
|
||||
null,
|
||||
2
|
||||
)
|
||||
)
|
||||
|
||||
// Get members
|
||||
const members = await getRoomMembers(roomId)
|
||||
|
||||
@@ -41,7 +58,10 @@ export async function GET() {
|
||||
}
|
||||
|
||||
return NextResponse.json({
|
||||
room,
|
||||
room: {
|
||||
...room,
|
||||
gameConfig, // Override with configs from new table
|
||||
},
|
||||
members,
|
||||
memberPlayers: memberPlayersObj,
|
||||
})
|
||||
|
||||
@@ -3,7 +3,7 @@ import { createRoom, listActiveRooms } from '@/lib/arcade/room-manager'
|
||||
import { addRoomMember, getRoomMembers, isMember } from '@/lib/arcade/room-membership'
|
||||
import { getRoomActivePlayers } from '@/lib/arcade/player-manager'
|
||||
import { getViewerId } from '@/lib/viewer'
|
||||
import type { GameName } from '@/lib/arcade/validation'
|
||||
import { hasValidator, type GameName } from '@/lib/arcade/validators'
|
||||
|
||||
/**
|
||||
* GET /api/arcade/rooms
|
||||
@@ -70,15 +70,11 @@ export async function POST(req: NextRequest) {
|
||||
const viewerId = await getViewerId()
|
||||
const body = await req.json()
|
||||
|
||||
// Validate required fields (name is optional, gameName is required)
|
||||
if (!body.gameName) {
|
||||
return NextResponse.json({ error: 'Missing required field: gameName' }, { status: 400 })
|
||||
}
|
||||
|
||||
// Validate game name
|
||||
const validGames: GameName[] = ['matching', 'memory-quiz', 'complement-race']
|
||||
if (!validGames.includes(body.gameName)) {
|
||||
return NextResponse.json({ error: 'Invalid game name' }, { status: 400 })
|
||||
// Validate game name if provided (gameName is now optional)
|
||||
if (body.gameName) {
|
||||
if (!hasValidator(body.gameName)) {
|
||||
return NextResponse.json({ error: 'Invalid game name' }, { status: 400 })
|
||||
}
|
||||
}
|
||||
|
||||
// Validate name length (if provided)
|
||||
@@ -120,8 +116,8 @@ export async function POST(req: NextRequest) {
|
||||
name: roomName,
|
||||
createdBy: viewerId,
|
||||
creatorName: displayName,
|
||||
gameName: body.gameName,
|
||||
gameConfig: body.gameConfig || {},
|
||||
gameName: body.gameName || null,
|
||||
gameConfig: body.gameConfig || null,
|
||||
ttlMinutes: body.ttlMinutes,
|
||||
accessMode: body.accessMode,
|
||||
password: body.password,
|
||||
|
||||
@@ -48,9 +48,26 @@ describe('PATCH /api/players/[id] - Arcade Session Validation', () => {
|
||||
})
|
||||
|
||||
it('should return 403 when trying to change isActive with active arcade session', async () => {
|
||||
// Create an arcade room first
|
||||
const [room] = await db
|
||||
.insert(schema.arcadeRooms)
|
||||
.values({
|
||||
code: 'TEST01',
|
||||
createdBy: testGuestId,
|
||||
creatorName: 'Test User',
|
||||
gameName: 'matching',
|
||||
gameConfig: JSON.stringify({
|
||||
difficulty: 6,
|
||||
gameType: 'abacus-numeral',
|
||||
turnTimer: 30,
|
||||
}),
|
||||
})
|
||||
.returning()
|
||||
|
||||
// Create an active arcade session
|
||||
const now = new Date()
|
||||
await db.insert(schema.arcadeSessions).values({
|
||||
roomId: room.id,
|
||||
userId: testGuestId,
|
||||
currentGame: 'matching',
|
||||
gameUrl: '/arcade/matching',
|
||||
@@ -117,9 +134,26 @@ describe('PATCH /api/players/[id] - Arcade Session Validation', () => {
|
||||
})
|
||||
|
||||
it('should allow non-isActive changes even with active arcade session', async () => {
|
||||
// Create an arcade room first
|
||||
const [room] = await db
|
||||
.insert(schema.arcadeRooms)
|
||||
.values({
|
||||
code: 'TEST02',
|
||||
createdBy: testGuestId,
|
||||
creatorName: 'Test User',
|
||||
gameName: 'matching',
|
||||
gameConfig: JSON.stringify({
|
||||
difficulty: 6,
|
||||
gameType: 'abacus-numeral',
|
||||
turnTimer: 30,
|
||||
}),
|
||||
})
|
||||
.returning()
|
||||
|
||||
// Create an active arcade session
|
||||
const now = new Date()
|
||||
await db.insert(schema.arcadeSessions).values({
|
||||
roomId: room.id,
|
||||
userId: testGuestId,
|
||||
currentGame: 'matching',
|
||||
gameUrl: '/arcade/matching',
|
||||
@@ -164,9 +198,26 @@ describe('PATCH /api/players/[id] - Arcade Session Validation', () => {
|
||||
})
|
||||
|
||||
it('should allow isActive change after arcade session ends', async () => {
|
||||
// Create an arcade room first
|
||||
const [room] = await db
|
||||
.insert(schema.arcadeRooms)
|
||||
.values({
|
||||
code: 'TEST03',
|
||||
createdBy: testGuestId,
|
||||
creatorName: 'Test User',
|
||||
gameName: 'matching',
|
||||
gameConfig: JSON.stringify({
|
||||
difficulty: 6,
|
||||
gameType: 'abacus-numeral',
|
||||
turnTimer: 30,
|
||||
}),
|
||||
})
|
||||
.returning()
|
||||
|
||||
// Create an active arcade session
|
||||
const now = new Date()
|
||||
await db.insert(schema.arcadeSessions).values({
|
||||
roomId: room.id,
|
||||
userId: testGuestId,
|
||||
currentGame: 'matching',
|
||||
gameUrl: '/arcade/matching',
|
||||
@@ -179,7 +230,7 @@ describe('PATCH /api/players/[id] - Arcade Session Validation', () => {
|
||||
})
|
||||
|
||||
// End the session
|
||||
await db.delete(schema.arcadeSessions).where(eq(schema.arcadeSessions.userId, testGuestId))
|
||||
await db.delete(schema.arcadeSessions).where(eq(schema.arcadeSessions.roomId, room.id))
|
||||
|
||||
// Mock request to change isActive
|
||||
const mockRequest = new NextRequest(`http://localhost:3000/api/players/${testPlayerId}`, {
|
||||
@@ -212,9 +263,26 @@ describe('PATCH /api/players/[id] - Arcade Session Validation', () => {
|
||||
})
|
||||
.returning()
|
||||
|
||||
// Create an arcade room first
|
||||
const [room] = await db
|
||||
.insert(schema.arcadeRooms)
|
||||
.values({
|
||||
code: 'TEST04',
|
||||
createdBy: testGuestId,
|
||||
creatorName: 'Test User',
|
||||
gameName: 'matching',
|
||||
gameConfig: JSON.stringify({
|
||||
difficulty: 6,
|
||||
gameType: 'abacus-numeral',
|
||||
turnTimer: 30,
|
||||
}),
|
||||
})
|
||||
.returning()
|
||||
|
||||
// Create arcade session
|
||||
const now2 = new Date()
|
||||
await db.insert(schema.arcadeSessions).values({
|
||||
roomId: room.id,
|
||||
userId: testGuestId,
|
||||
currentGame: 'matching',
|
||||
gameUrl: '/arcade/matching',
|
||||
|
||||
@@ -70,7 +70,7 @@ export default function RoomBrowserPage() {
|
||||
}
|
||||
|
||||
const data = await response.json()
|
||||
router.push(`/arcade-rooms/${data.room.id}`)
|
||||
router.push(`/join/${data.room.code}`)
|
||||
} catch (err) {
|
||||
console.error('Failed to create room:', err)
|
||||
showError('Failed to create room', err instanceof Error ? err.message : undefined)
|
||||
@@ -109,7 +109,10 @@ export default function RoomBrowserPage() {
|
||||
}
|
||||
|
||||
if (room.accessMode === 'restricted') {
|
||||
showInfo('Invitation Only', 'This room is invitation-only. Please ask the host for an invitation.')
|
||||
showInfo(
|
||||
'Invitation Only',
|
||||
'This room is invitation-only. Please ask the host for an invitation.'
|
||||
)
|
||||
return
|
||||
}
|
||||
|
||||
|
||||
@@ -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()
|
||||
})
|
||||
})
|
||||
@@ -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
|
||||
}
|
||||
@@ -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>
|
||||
}
|
||||
@@ -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
|
||||
}
|
||||
@@ -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"
|
||||
})
|
||||
})
|
||||
@@ -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'
|
||||
@@ -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'
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
import { MemoryPairsGame } from './components/MemoryPairsGame'
|
||||
import { LocalMemoryPairsProvider } from './context/LocalMemoryPairsProvider'
|
||||
|
||||
export default function MatchingPage() {
|
||||
return (
|
||||
<LocalMemoryPairsProvider>
|
||||
<MemoryPairsGame />
|
||||
</LocalMemoryPairsProvider>
|
||||
)
|
||||
}
|
||||
@@ -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)}`
|
||||
}
|
||||
@@ -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,
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -78,7 +78,7 @@ function ArcadeContent() {
|
||||
|
||||
function ArcadePageWithRedirect() {
|
||||
return (
|
||||
<PageWithNav navTitle="Champion Arena" navEmoji="🏟️" emphasizeGameContext={true}>
|
||||
<PageWithNav navTitle="Champion Arena" navEmoji="🏟️" emphasizePlayerSelection={true}>
|
||||
<ArcadeContent />
|
||||
</PageWithNav>
|
||||
)
|
||||
|
||||
@@ -1,13 +1,27 @@
|
||||
'use client'
|
||||
|
||||
import { useRoomData } from '@/hooks/useRoomData'
|
||||
import { MemoryPairsGame } from '../matching/components/MemoryPairsGame'
|
||||
import { RoomMemoryPairsProvider } from '../matching/context/RoomMemoryPairsProvider'
|
||||
import { useRouter } from 'next/navigation'
|
||||
import { useRoomData, useSetRoomGame } from '@/hooks/useRoomData'
|
||||
import { GAMES_CONFIG } from '@/components/GameSelector'
|
||||
import type { GameType } from '@/components/GameSelector'
|
||||
import { PageWithNav } from '@/components/PageWithNav'
|
||||
import { css } from '../../../../styled-system/css'
|
||||
import { getAllGames, getGame, hasGame } from '@/lib/arcade/game-registry'
|
||||
|
||||
// Map GameType keys to internal game names
|
||||
// Note: "battle-arena" removed - now handled by game registry as "matching"
|
||||
const GAME_TYPE_TO_NAME: Record<GameType, string> = {
|
||||
'complement-race': 'complement-race',
|
||||
'master-organizer': 'master-organizer',
|
||||
}
|
||||
|
||||
/**
|
||||
* /arcade/room - Renders the game for the user's current room
|
||||
* Since users can only be in one room at a time, this is a simple singular route
|
||||
*
|
||||
* Shows game selection when no game is set, then shows the game itself once selected.
|
||||
* URL never changes - it's always /arcade/room regardless of selection, setup, or gameplay.
|
||||
*
|
||||
* Note: We don't redirect to /arcade if no room exists to avoid navigation loops.
|
||||
* Instead, we show a friendly message with a link back to the Champion Arena.
|
||||
*
|
||||
@@ -15,7 +29,9 @@ import { RoomMemoryPairsProvider } from '../matching/context/RoomMemoryPairsProv
|
||||
* so we don't need to render it here.
|
||||
*/
|
||||
export default function RoomPage() {
|
||||
const router = useRouter()
|
||||
const { roomData, isLoading } = useRoomData()
|
||||
const { mutate: setRoomGame } = useSetRoomGame()
|
||||
|
||||
// Show loading state
|
||||
if (isLoading) {
|
||||
@@ -64,30 +80,279 @@ export default function RoomPage() {
|
||||
)
|
||||
}
|
||||
|
||||
// Render the appropriate game based on room's gameName
|
||||
switch (roomData.gameName) {
|
||||
case 'matching':
|
||||
return (
|
||||
<RoomMemoryPairsProvider>
|
||||
<MemoryPairsGame />
|
||||
</RoomMemoryPairsProvider>
|
||||
)
|
||||
// Show game selection if no game is set
|
||||
if (!roomData.gameName) {
|
||||
const handleGameSelect = (gameType: GameType) => {
|
||||
console.log('[RoomPage] handleGameSelect called with gameType:', gameType)
|
||||
|
||||
// TODO: Add other games (complement-race, memory-quiz, etc.)
|
||||
default:
|
||||
return (
|
||||
// Check if it's a registry game first
|
||||
if (hasGame(gameType)) {
|
||||
const gameDef = getGame(gameType)
|
||||
if (!gameDef?.manifest.available) {
|
||||
console.log('[RoomPage] Registry game not available, blocking selection')
|
||||
return
|
||||
}
|
||||
|
||||
console.log('[RoomPage] Selecting registry game:', gameType)
|
||||
setRoomGame({
|
||||
roomId: roomData.id,
|
||||
gameName: gameType, // Use the game name directly for registry games
|
||||
})
|
||||
return
|
||||
}
|
||||
|
||||
// Legacy game handling
|
||||
const gameConfig = GAMES_CONFIG[gameType as keyof typeof GAMES_CONFIG]
|
||||
if (!gameConfig) {
|
||||
console.log('[RoomPage] Unknown game type:', gameType)
|
||||
return
|
||||
}
|
||||
|
||||
console.log('[RoomPage] Game config:', {
|
||||
name: gameConfig.name,
|
||||
available: 'available' in gameConfig ? gameConfig.available : true,
|
||||
})
|
||||
|
||||
if ('available' in gameConfig && gameConfig.available === false) {
|
||||
console.log('[RoomPage] Game not available, blocking selection')
|
||||
return // Don't allow selecting unavailable games
|
||||
}
|
||||
|
||||
// Map GameType to internal game name
|
||||
const internalGameName = GAME_TYPE_TO_NAME[gameType]
|
||||
console.log('[RoomPage] Mapping:', {
|
||||
gameType,
|
||||
internalGameName,
|
||||
mappingExists: !!internalGameName,
|
||||
})
|
||||
|
||||
console.log('[RoomPage] Calling setRoomGame with:', {
|
||||
roomId: roomData.id,
|
||||
gameName: internalGameName,
|
||||
preservingGameConfig: true,
|
||||
})
|
||||
|
||||
// Don't pass gameConfig - we want to preserve existing settings for all games
|
||||
setRoomGame({
|
||||
roomId: roomData.id,
|
||||
gameName: internalGameName,
|
||||
})
|
||||
}
|
||||
|
||||
return (
|
||||
<PageWithNav
|
||||
navTitle="Choose Game"
|
||||
navEmoji="🎮"
|
||||
emphasizePlayerSelection={true}
|
||||
onExitSession={() => router.push('/arcade')}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
className={css({
|
||||
minHeight: '100vh',
|
||||
background: 'linear-gradient(135deg, #0f0f23 0%, #1a1a3a 50%, #2d1b69 100%)',
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
height: '100vh',
|
||||
fontSize: '18px',
|
||||
color: '#666',
|
||||
}}
|
||||
padding: '4',
|
||||
})}
|
||||
>
|
||||
Game "{roomData.gameName}" not yet supported
|
||||
<h1
|
||||
className={css({
|
||||
fontSize: { base: '2xl', md: '3xl' },
|
||||
fontWeight: 'bold',
|
||||
color: 'white',
|
||||
mb: '8',
|
||||
textAlign: 'center',
|
||||
})}
|
||||
>
|
||||
Choose a Game
|
||||
</h1>
|
||||
|
||||
<div
|
||||
className={css({
|
||||
display: 'grid',
|
||||
gridTemplateColumns: { base: '1fr', md: 'repeat(2, 1fr)' },
|
||||
gap: '4',
|
||||
maxWidth: '800px',
|
||||
width: '100%',
|
||||
})}
|
||||
>
|
||||
{/* Legacy games */}
|
||||
{Object.entries(GAMES_CONFIG).map(([gameType, config]) => {
|
||||
const isAvailable = !('available' in config) || config.available !== false
|
||||
return (
|
||||
<button
|
||||
key={gameType}
|
||||
onClick={() => handleGameSelect(gameType as GameType)}
|
||||
disabled={!isAvailable}
|
||||
className={css({
|
||||
background: config.gradient,
|
||||
border: '2px solid',
|
||||
borderColor: config.borderColor || 'blue.200',
|
||||
borderRadius: '2xl',
|
||||
padding: '6',
|
||||
cursor: !isAvailable ? 'not-allowed' : 'pointer',
|
||||
opacity: !isAvailable ? 0.5 : 1,
|
||||
transition: 'all 0.3s ease',
|
||||
_hover: !isAvailable
|
||||
? {}
|
||||
: {
|
||||
transform: 'translateY(-4px) scale(1.02)',
|
||||
boxShadow: '0 20px 40px rgba(59, 130, 246, 0.2)',
|
||||
},
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
fontSize: '4xl',
|
||||
mb: '2',
|
||||
})}
|
||||
>
|
||||
{config.icon}
|
||||
</div>
|
||||
<h3
|
||||
className={css({
|
||||
fontSize: 'xl',
|
||||
fontWeight: 'bold',
|
||||
color: 'gray.900',
|
||||
mb: '2',
|
||||
})}
|
||||
>
|
||||
{config.name}
|
||||
</h3>
|
||||
<p
|
||||
className={css({
|
||||
fontSize: 'sm',
|
||||
color: 'gray.600',
|
||||
})}
|
||||
>
|
||||
{config.description}
|
||||
</p>
|
||||
</button>
|
||||
)
|
||||
})}
|
||||
|
||||
{/* Registry games */}
|
||||
{getAllGames().map((gameDef) => {
|
||||
const isAvailable = gameDef.manifest.available
|
||||
return (
|
||||
<button
|
||||
key={gameDef.manifest.name}
|
||||
onClick={() => handleGameSelect(gameDef.manifest.name)}
|
||||
disabled={!isAvailable}
|
||||
className={css({
|
||||
background: gameDef.manifest.gradient,
|
||||
border: '2px solid',
|
||||
borderColor: gameDef.manifest.borderColor,
|
||||
borderRadius: '2xl',
|
||||
padding: '6',
|
||||
cursor: !isAvailable ? 'not-allowed' : 'pointer',
|
||||
opacity: !isAvailable ? 0.5 : 1,
|
||||
transition: 'all 0.3s ease',
|
||||
_hover: !isAvailable
|
||||
? {}
|
||||
: {
|
||||
transform: 'translateY(-4px) scale(1.02)',
|
||||
boxShadow: '0 20px 40px rgba(59, 130, 246, 0.2)',
|
||||
},
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
fontSize: '4xl',
|
||||
mb: '2',
|
||||
})}
|
||||
>
|
||||
{gameDef.manifest.icon}
|
||||
</div>
|
||||
<h3
|
||||
className={css({
|
||||
fontSize: 'xl',
|
||||
fontWeight: 'bold',
|
||||
color: 'gray.900',
|
||||
mb: '2',
|
||||
})}
|
||||
>
|
||||
{gameDef.manifest.displayName}
|
||||
</h3>
|
||||
<p
|
||||
className={css({
|
||||
fontSize: 'sm',
|
||||
color: 'gray.600',
|
||||
})}
|
||||
>
|
||||
{gameDef.manifest.description}
|
||||
</p>
|
||||
</button>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
</PageWithNav>
|
||||
)
|
||||
}
|
||||
|
||||
// Check if this is a registry game first
|
||||
if (hasGame(roomData.gameName)) {
|
||||
const gameDef = getGame(roomData.gameName)
|
||||
if (!gameDef) {
|
||||
return (
|
||||
<PageWithNav
|
||||
navTitle="Game Not Found"
|
||||
navEmoji="⚠️"
|
||||
emphasizePlayerSelection={true}
|
||||
onExitSession={() => router.push('/arcade')}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
height: '100vh',
|
||||
fontSize: '18px',
|
||||
color: '#666',
|
||||
}}
|
||||
>
|
||||
Game "{roomData.gameName}" not found in registry
|
||||
</div>
|
||||
</PageWithNav>
|
||||
)
|
||||
}
|
||||
|
||||
// Render registry game dynamically
|
||||
const { Provider, GameComponent } = gameDef
|
||||
return (
|
||||
<Provider>
|
||||
<GameComponent />
|
||||
</Provider>
|
||||
)
|
||||
}
|
||||
|
||||
// Render legacy games based on room's gameName
|
||||
switch (roomData.gameName) {
|
||||
// TODO: Add other legacy games (complement-race, etc.) once migrated
|
||||
default:
|
||||
return (
|
||||
<PageWithNav
|
||||
navTitle="Game Not Available"
|
||||
navEmoji="⚠️"
|
||||
emphasizePlayerSelection={true}
|
||||
onExitSession={() => router.push('/arcade')}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
height: '100vh',
|
||||
fontSize: '18px',
|
||||
color: '#666',
|
||||
}}
|
||||
>
|
||||
Game "{roomData.gameName}" not yet supported
|
||||
</div>
|
||||
</PageWithNav>
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
}
|
||||
@@ -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)
|
||||
}
|
||||
@@ -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>
|
||||
)
|
||||
}
|
||||
@@ -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"
|
||||
emphasizeGameContext={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>
|
||||
)
|
||||
}
|
||||
@@ -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',
|
||||
},
|
||||
}
|
||||
@@ -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)
|
||||
}
|
||||
@@ -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>
|
||||
)
|
||||
}
|
||||
@@ -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>
|
||||
)
|
||||
}
|
||||
@@ -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()
|
||||
})
|
||||
})
|
||||
@@ -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
|
||||
}
|
||||
@@ -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'
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
import { MemoryPairsGame } from './components/MemoryPairsGame'
|
||||
import { MemoryPairsProvider } from './context/MemoryPairsContext'
|
||||
|
||||
export default function MatchingPage() {
|
||||
return (
|
||||
<MemoryPairsProvider>
|
||||
<MemoryPairsGame />
|
||||
</MemoryPairsProvider>
|
||||
)
|
||||
}
|
||||
@@ -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,
|
||||
}
|
||||
}
|
||||
@@ -20,11 +20,10 @@ function GamesPageContent() {
|
||||
|
||||
const _handleGameClick = (gameType: string) => {
|
||||
// Navigate directly to games using the centralized game mode with Next.js router
|
||||
// Note: battle-arena has been removed - now handled by game registry as "matching"
|
||||
console.log('🔄 GamesPage: Navigating with Next.js router (no page reload)')
|
||||
if (gameType === 'memory-lightning') {
|
||||
if (gameType === 'memory-quiz') {
|
||||
router.push('/games/memory-quiz')
|
||||
} else if (gameType === 'battle-arena') {
|
||||
router.push('/games/matching')
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
917
apps/web/src/arcade-games/README.md
Normal file
917
apps/web/src/arcade-games/README.md
Normal file
@@ -0,0 +1,917 @@
|
||||
# Arcade Game System
|
||||
|
||||
A modular, plugin-based architecture for building multiplayer arcade games with real-time synchronization.
|
||||
|
||||
## Table of Contents
|
||||
|
||||
- [Overview](#overview)
|
||||
- [Architecture](#architecture)
|
||||
- [Game SDK](#game-sdk)
|
||||
- [Creating a New Game](#creating-a-new-game)
|
||||
- [File Structure](#file-structure)
|
||||
- [Examples](#examples)
|
||||
- [Best Practices](#best-practices)
|
||||
- [Troubleshooting](#troubleshooting)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
### Goals
|
||||
|
||||
1. **Modularity**: Each game is self-contained and independently deployable
|
||||
2. **Type Safety**: Full TypeScript support with compile-time validation
|
||||
3. **Real-time Sync**: Built-in multiplayer support via WebSocket
|
||||
4. **Optimistic Updates**: Instant client feedback with server validation
|
||||
5. **Consistent UX**: Shared navigation, player management, and room features
|
||||
|
||||
### Key Features
|
||||
|
||||
- **Plugin Architecture**: Games register themselves with a central registry
|
||||
- **Stable SDK API**: Games only import from `@/lib/arcade/game-sdk`
|
||||
- **Server-side Validation**: All moves validated server-side with client rollback
|
||||
- **Automatic State Sync**: Multi-client synchronization handled automatically
|
||||
- **Turn Indicators**: Built-in UI for showing active player
|
||||
- **Error Handling**: Standardized error feedback to users
|
||||
|
||||
---
|
||||
|
||||
## Architecture
|
||||
|
||||
### Key Improvements
|
||||
|
||||
**✨ Phase 3: Type Inference (January 2025)**
|
||||
|
||||
Config types are now **automatically inferred** from game definitions for modern games. No more manual type definitions!
|
||||
|
||||
```typescript
|
||||
// Before Phase 3: Manual type definition
|
||||
export interface NumberGuesserGameConfig {
|
||||
minNumber: number
|
||||
maxNumber: number
|
||||
roundsToWin: number
|
||||
}
|
||||
|
||||
// After Phase 3: Inferred from game definition
|
||||
export type NumberGuesserGameConfig = InferGameConfig<typeof numberGuesserGame>
|
||||
```
|
||||
|
||||
**Benefits**:
|
||||
- Add a game → Config types automatically available system-wide
|
||||
- Single source of truth (the game definition)
|
||||
- Eliminates 10-15 lines of boilerplate per game
|
||||
|
||||
### System Components
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Validator Registry │
|
||||
│ - Server-side validators (isomorphic) │
|
||||
│ - Single source of truth for game names │
|
||||
│ - Auto-derived GameName type │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Game Registry │
|
||||
│ - Client-side game definitions │
|
||||
│ - React components (Provider, GameComponent) │
|
||||
│ - Provides game discovery │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Game SDK │
|
||||
│ - Stable API surface for games │
|
||||
│ - React hooks (useArcadeSession, useRoomData, etc.) │
|
||||
│ - Type definitions and utilities │
|
||||
│ - defineGame() helper │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Individual Games │
|
||||
│ number-guesser/ │
|
||||
│ ├── index.ts (Game definition + validation) │
|
||||
│ ├── Validator.ts (Server validation logic) │
|
||||
│ ├── Provider.tsx (Client state management) │
|
||||
│ ├── GameComponent.tsx (Main UI) │
|
||||
│ ├── types.ts (TypeScript types) │
|
||||
│ └── components/ (Phase UIs) │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Type System (NEW) │
|
||||
│ - Config types inferred from game definitions │
|
||||
│ - GameConfigByName auto-derived │
|
||||
│ - RoomGameConfig auto-derived │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
### Data Flow
|
||||
|
||||
```
|
||||
User Action → Provider (sendMove)
|
||||
↓
|
||||
useArcadeSession
|
||||
↓
|
||||
Optimistic Update (instant UI feedback)
|
||||
↓
|
||||
WebSocket → Server
|
||||
↓
|
||||
Validator.validateMove()
|
||||
↓
|
||||
✓ Valid: State Update → Broadcast
|
||||
✗ Invalid: Reject → Client Rollback
|
||||
↓
|
||||
Client receives validated state
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Game SDK
|
||||
|
||||
### Core API Surface
|
||||
|
||||
```typescript
|
||||
import {
|
||||
// Types
|
||||
type GameDefinition,
|
||||
type GameValidator,
|
||||
type GameState,
|
||||
type GameMove,
|
||||
type GameConfig,
|
||||
type ValidationResult,
|
||||
|
||||
// React Hooks
|
||||
useArcadeSession,
|
||||
useRoomData,
|
||||
useGameMode,
|
||||
useViewerId,
|
||||
useUpdateGameConfig,
|
||||
|
||||
// Utilities
|
||||
defineGame,
|
||||
buildPlayerMetadata,
|
||||
|
||||
} from '@/lib/arcade/game-sdk'
|
||||
```
|
||||
|
||||
### Key Concepts
|
||||
|
||||
#### GameDefinition
|
||||
|
||||
Complete description of a game:
|
||||
|
||||
```typescript
|
||||
interface GameDefinition<TConfig, TState, TMove> {
|
||||
manifest: GameManifest // Display info, max players, etc.
|
||||
Provider: GameProviderComponent // React context provider
|
||||
GameComponent: GameComponent // Main UI component
|
||||
validator: GameValidator // Server-side validation
|
||||
defaultConfig: TConfig // Default game settings
|
||||
validateConfig?: (config: unknown) => config is TConfig // Runtime config validation
|
||||
}
|
||||
```
|
||||
|
||||
**Key Concept**: The `defaultConfig` property serves as the source of truth for config types. TypeScript can infer the config type from `typeof game.defaultConfig`, eliminating the need for manual type definitions in `game-configs.ts`.
|
||||
|
||||
#### GameState
|
||||
|
||||
The complete game state that's synchronized across all clients:
|
||||
|
||||
```typescript
|
||||
interface GameState {
|
||||
gamePhase: string // Current phase (setup, playing, results)
|
||||
activePlayers: string[] // Array of player IDs
|
||||
playerMetadata: Record<string, PlayerMeta> // Player info (name, emoji, etc.)
|
||||
// ... game-specific state
|
||||
}
|
||||
```
|
||||
|
||||
#### GameMove
|
||||
|
||||
Actions that players take, validated server-side:
|
||||
|
||||
```typescript
|
||||
interface GameMove {
|
||||
type: string // Move type (e.g., 'FLIP_CARD', 'MAKE_GUESS')
|
||||
playerId: string // Player making the move
|
||||
userId: string // User ID (for authentication)
|
||||
timestamp: number // Client timestamp
|
||||
data: Record<string, unknown> // Move-specific payload
|
||||
}
|
||||
```
|
||||
|
||||
#### GameValidator
|
||||
|
||||
Server-side validation logic:
|
||||
|
||||
```typescript
|
||||
interface GameValidator<TState, TMove> {
|
||||
validateMove(state: TState, move: TMove): ValidationResult
|
||||
isGameComplete(state: TState): boolean
|
||||
getInitialState(config: unknown): TState
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Creating a New Game
|
||||
|
||||
### Step 1: Create Game Directory
|
||||
|
||||
```bash
|
||||
mkdir -p src/arcade-games/my-game/components
|
||||
```
|
||||
|
||||
### Step 2: Define Types (`types.ts`)
|
||||
|
||||
```typescript
|
||||
import type { GameConfig, GameMove, GameState } from '@/lib/arcade/game-sdk'
|
||||
|
||||
// Game configuration (persisted to database)
|
||||
export interface MyGameConfig extends GameConfig {
|
||||
difficulty: number
|
||||
timer: number
|
||||
}
|
||||
|
||||
// Game state (synchronized across clients)
|
||||
export interface MyGameState extends GameState {
|
||||
gamePhase: 'setup' | 'playing' | 'results'
|
||||
activePlayers: string[]
|
||||
playerMetadata: Record<string, PlayerMetadata>
|
||||
currentPlayer: string
|
||||
score: Record<string, number>
|
||||
// ... your game-specific state
|
||||
}
|
||||
|
||||
// Move types
|
||||
export type MyGameMove =
|
||||
| { type: 'START_GAME'; playerId: string; userId: string; timestamp: number; data: { activePlayers: string[] } }
|
||||
| { type: 'MAKE_MOVE'; playerId: string; userId: string; timestamp: number; data: { /* move data */ } }
|
||||
| { type: 'END_GAME'; playerId: string; userId: string; timestamp: number; data: {} }
|
||||
```
|
||||
|
||||
### Step 3: Create Validator (`Validator.ts`)
|
||||
|
||||
```typescript
|
||||
import type { GameValidator, ValidationResult } from '@/lib/arcade/game-sdk'
|
||||
import type { MyGameState, MyGameMove } from './types'
|
||||
|
||||
export class MyGameValidator implements GameValidator<MyGameState, MyGameMove> {
|
||||
validateMove(state: MyGameState, move: MyGameMove): ValidationResult {
|
||||
switch (move.type) {
|
||||
case 'START_GAME':
|
||||
return this.validateStartGame(state, move.data.activePlayers)
|
||||
case 'MAKE_MOVE':
|
||||
return this.validateMakeMove(state, move.playerId, move.data)
|
||||
default:
|
||||
return { valid: false, error: 'Unknown move type' }
|
||||
}
|
||||
}
|
||||
|
||||
private validateStartGame(state: MyGameState, activePlayers: string[]): ValidationResult {
|
||||
if (activePlayers.length < 2) {
|
||||
return { valid: false, error: 'Need at least 2 players' }
|
||||
}
|
||||
|
||||
const newState: MyGameState = {
|
||||
...state,
|
||||
gamePhase: 'playing',
|
||||
activePlayers,
|
||||
currentPlayer: activePlayers[0],
|
||||
score: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
|
||||
}
|
||||
|
||||
return { valid: true, newState }
|
||||
}
|
||||
|
||||
// ... more validation methods
|
||||
|
||||
isGameComplete(state: MyGameState): boolean {
|
||||
return state.gamePhase === 'results'
|
||||
}
|
||||
|
||||
getInitialState(config: unknown): MyGameState {
|
||||
const { difficulty, timer } = config as MyGameConfig
|
||||
return {
|
||||
difficulty,
|
||||
timer,
|
||||
gamePhase: 'setup',
|
||||
activePlayers: [],
|
||||
playerMetadata: {},
|
||||
currentPlayer: '',
|
||||
score: {},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export const myGameValidator = new MyGameValidator()
|
||||
```
|
||||
|
||||
### Step 4: Create Provider (`Provider.tsx`)
|
||||
|
||||
```typescript
|
||||
'use client'
|
||||
|
||||
import { createContext, useCallback, useContext, useMemo } from 'react'
|
||||
import {
|
||||
type GameMove,
|
||||
buildPlayerMetadata,
|
||||
useArcadeSession,
|
||||
useGameMode,
|
||||
useRoomData,
|
||||
useViewerId,
|
||||
} from '@/lib/arcade/game-sdk'
|
||||
import type { MyGameState } from './types'
|
||||
|
||||
interface MyGameContextValue {
|
||||
state: MyGameState
|
||||
lastError: string | null
|
||||
startGame: () => void
|
||||
makeMove: (data: any) => void
|
||||
clearError: () => void
|
||||
exitSession: () => void
|
||||
}
|
||||
|
||||
const MyGameContext = createContext<MyGameContextValue | null>(null)
|
||||
|
||||
export function useMyGame() {
|
||||
const context = useContext(MyGameContext)
|
||||
if (!context) throw new Error('useMyGame must be used within MyGameProvider')
|
||||
return context
|
||||
}
|
||||
|
||||
export function MyGameProvider({ children }: { children: React.ReactNode }) {
|
||||
const { data: viewerId } = useViewerId()
|
||||
const { roomData } = useRoomData()
|
||||
const { activePlayers: activePlayerIds, players } = useGameMode()
|
||||
|
||||
// Get active players as array (keep Set iteration order to match UI display)
|
||||
const activePlayers = Array.from(activePlayerIds)
|
||||
|
||||
const initialState = useMemo(() => ({
|
||||
difficulty: 1,
|
||||
timer: 30,
|
||||
gamePhase: 'setup' as const,
|
||||
activePlayers: [],
|
||||
playerMetadata: {},
|
||||
currentPlayer: '',
|
||||
score: {},
|
||||
}), [])
|
||||
|
||||
const { state, sendMove, exitSession, lastError, clearError } =
|
||||
useArcadeSession<MyGameState>({
|
||||
userId: viewerId || '',
|
||||
roomId: roomData?.id,
|
||||
initialState,
|
||||
applyMove: (state, move) => state, // Server handles all updates
|
||||
})
|
||||
|
||||
const startGame = useCallback(() => {
|
||||
const playerMetadata = buildPlayerMetadata(activePlayers, {}, players, viewerId)
|
||||
|
||||
sendMove({
|
||||
type: 'START_GAME',
|
||||
playerId: activePlayers[0],
|
||||
userId: viewerId || '',
|
||||
data: { activePlayers, playerMetadata },
|
||||
})
|
||||
}, [activePlayers, players, viewerId, sendMove])
|
||||
|
||||
const makeMove = useCallback((data: any) => {
|
||||
sendMove({
|
||||
type: 'MAKE_MOVE',
|
||||
playerId: state.currentPlayer,
|
||||
userId: viewerId || '',
|
||||
data,
|
||||
})
|
||||
}, [state.currentPlayer, viewerId, sendMove])
|
||||
|
||||
return (
|
||||
<MyGameContext.Provider value={{
|
||||
state,
|
||||
lastError,
|
||||
startGame,
|
||||
makeMove,
|
||||
clearError,
|
||||
exitSession,
|
||||
}}>
|
||||
{children}
|
||||
</MyGameContext.Provider>
|
||||
)
|
||||
}
|
||||
```
|
||||
|
||||
### Step 5: Create Game Component (`GameComponent.tsx`)
|
||||
|
||||
```typescript
|
||||
'use client'
|
||||
|
||||
import { useRouter } from 'next/navigation'
|
||||
import { PageWithNav } from '@/components/PageWithNav'
|
||||
import { useMyGame } from '../Provider'
|
||||
import { SetupPhase } from './SetupPhase'
|
||||
import { PlayingPhase } from './PlayingPhase'
|
||||
import { ResultsPhase } from './ResultsPhase'
|
||||
|
||||
export function GameComponent() {
|
||||
const router = useRouter()
|
||||
const { state, exitSession } = useMyGame()
|
||||
|
||||
// Determine whose turn it is for the turn indicator
|
||||
const currentPlayerId = state.gamePhase === 'playing' ? state.currentPlayer : undefined
|
||||
|
||||
return (
|
||||
<PageWithNav
|
||||
navTitle="My Game"
|
||||
navEmoji="🎮"
|
||||
emphasizePlayerSelection={state.gamePhase === 'setup'}
|
||||
currentPlayerId={currentPlayerId}
|
||||
playerScores={state.score}
|
||||
onExitSession={() => {
|
||||
exitSession()
|
||||
router.push('/arcade')
|
||||
}}
|
||||
>
|
||||
{state.gamePhase === 'setup' && <SetupPhase />}
|
||||
{state.gamePhase === 'playing' && <PlayingPhase />}
|
||||
{state.gamePhase === 'results' && <ResultsPhase />}
|
||||
</PageWithNav>
|
||||
)
|
||||
}
|
||||
```
|
||||
|
||||
### Step 6: Define Game (`index.ts`)
|
||||
|
||||
```typescript
|
||||
import { defineGame } from '@/lib/arcade/game-sdk'
|
||||
import type { GameManifest } from '@/lib/arcade/game-sdk'
|
||||
import { GameComponent } from './components/GameComponent'
|
||||
import { MyGameProvider } from './Provider'
|
||||
import type { MyGameConfig, MyGameMove, MyGameState } from './types'
|
||||
import { myGameValidator } from './Validator'
|
||||
|
||||
const manifest: GameManifest = {
|
||||
name: 'my-game',
|
||||
displayName: 'My Awesome Game',
|
||||
icon: '🎮',
|
||||
description: 'A fun multiplayer game',
|
||||
longDescription: 'Detailed description of gameplay...',
|
||||
maxPlayers: 4,
|
||||
difficulty: 'Beginner',
|
||||
chips: ['👥 Multiplayer', '🎲 Turn-Based'],
|
||||
color: 'blue',
|
||||
gradient: 'linear-gradient(135deg, #bfdbfe, #93c5fd)',
|
||||
borderColor: 'blue.200',
|
||||
available: true,
|
||||
}
|
||||
|
||||
const defaultConfig: MyGameConfig = {
|
||||
difficulty: 1,
|
||||
timer: 30,
|
||||
}
|
||||
|
||||
// Runtime config validation (optional but recommended)
|
||||
function validateMyGameConfig(config: unknown): config is MyGameConfig {
|
||||
return (
|
||||
typeof config === 'object' &&
|
||||
config !== null &&
|
||||
'difficulty' in config &&
|
||||
'timer' in config &&
|
||||
typeof config.difficulty === 'number' &&
|
||||
typeof config.timer === 'number' &&
|
||||
config.difficulty >= 1 &&
|
||||
config.timer >= 10
|
||||
)
|
||||
}
|
||||
|
||||
export const myGame = defineGame<MyGameConfig, MyGameState, MyGameMove>({
|
||||
manifest,
|
||||
Provider: MyGameProvider,
|
||||
GameComponent,
|
||||
validator: myGameValidator,
|
||||
defaultConfig,
|
||||
validateConfig: validateMyGameConfig, // Self-contained validation
|
||||
})
|
||||
```
|
||||
|
||||
**Phase 3 Benefit**: After defining your game, the config type will be automatically inferred in `game-configs.ts`. You don't need to manually add type definitions - just add a type-only import and use `InferGameConfig<typeof myGame>`.
|
||||
|
||||
### Step 7: Register Game
|
||||
|
||||
#### 7a. Register Validator (Server-Side)
|
||||
|
||||
Add your validator to the unified registry in `src/lib/arcade/validators.ts`:
|
||||
|
||||
```typescript
|
||||
import { myGameValidator } from '@/arcade-games/my-game/Validator'
|
||||
|
||||
export const validatorRegistry = {
|
||||
matching: matchingGameValidator,
|
||||
'memory-quiz': memoryQuizGameValidator,
|
||||
'number-guesser': numberGuesserValidator,
|
||||
'my-game': myGameValidator, // Add your game here!
|
||||
// GameName type will auto-update from these keys
|
||||
} as const
|
||||
```
|
||||
|
||||
**Why**: The validator registry is isomorphic (runs on both client and server) and serves as the single source of truth for all game validators. Adding your validator here automatically:
|
||||
- Makes it available for server-side move validation
|
||||
- Updates the `GameName` type (no manual type updates needed!)
|
||||
- Enables your game for multiplayer rooms
|
||||
|
||||
#### 7b. Register Game Definition (Client-Side)
|
||||
|
||||
Add to `src/lib/arcade/game-registry.ts`:
|
||||
|
||||
```typescript
|
||||
import { myGame } from '@/arcade-games/my-game'
|
||||
|
||||
registerGame(myGame)
|
||||
```
|
||||
|
||||
**Why**: The game registry is client-only and connects your game's UI components (Provider, GameComponent) with the arcade system. Registration happens on client init and verifies that your validator is also registered server-side.
|
||||
|
||||
**Verification**: When you register a game, the registry will warn you if:
|
||||
- ⚠️ The validator is missing from `validators.ts`
|
||||
- ⚠️ The validator instance doesn't match (different imports)
|
||||
|
||||
**Important**: Both steps are required for a working game. The validator registry handles server logic, while the game registry handles client UI.
|
||||
|
||||
#### 7c. Add Config Type Inference (Optional but Recommended)
|
||||
|
||||
Update `src/lib/arcade/game-configs.ts` to infer your game's config type:
|
||||
|
||||
```typescript
|
||||
// Add type-only import (won't load React components)
|
||||
import type { myGame } from '@/arcade-games/my-game'
|
||||
|
||||
// Utility type (already defined)
|
||||
type InferGameConfig<T> = T extends { defaultConfig: infer Config } ? Config : never
|
||||
|
||||
// Infer your config type
|
||||
export type MyGameConfig = InferGameConfig<typeof myGame>
|
||||
|
||||
// Add to GameConfigByName
|
||||
export type GameConfigByName = {
|
||||
// ... other games
|
||||
'my-game': MyGameConfig // TypeScript infers the type automatically!
|
||||
}
|
||||
|
||||
// RoomGameConfig is auto-derived from GameConfigByName
|
||||
export type RoomGameConfig = {
|
||||
[K in keyof GameConfigByName]?: GameConfigByName[K]
|
||||
}
|
||||
|
||||
// Add default config constant
|
||||
export const DEFAULT_MY_GAME_CONFIG: MyGameConfig = {
|
||||
difficulty: 1,
|
||||
timer: 30,
|
||||
}
|
||||
```
|
||||
|
||||
**Benefits**:
|
||||
- Config type automatically matches your game definition
|
||||
- No manual type definition needed
|
||||
- Single source of truth (your game's `defaultConfig`)
|
||||
- TypeScript will error if you reference undefined properties
|
||||
|
||||
**Note**: You still need to manually add the default config constant. This is a small amount of duplication but necessary for server-side code that can't import the full game definition.
|
||||
|
||||
---
|
||||
|
||||
## File Structure
|
||||
|
||||
```
|
||||
src/arcade-games/my-game/
|
||||
├── index.ts # Game definition and export
|
||||
├── Validator.ts # Server-side move validation
|
||||
├── Provider.tsx # Client state management
|
||||
├── GameComponent.tsx # Main UI wrapper
|
||||
├── types.ts # TypeScript type definitions
|
||||
└── components/
|
||||
├── SetupPhase.tsx # Setup/lobby UI
|
||||
├── PlayingPhase.tsx # Main gameplay UI
|
||||
└── ResultsPhase.tsx # End game/scores UI
|
||||
```
|
||||
|
||||
### File Responsibilities
|
||||
|
||||
| File | Purpose | Runs On |
|
||||
|------|---------|---------|
|
||||
| `index.ts` | Game registration | Both |
|
||||
| `Validator.ts` | Move validation, game logic | **Server only** |
|
||||
| `Provider.tsx` | State management, API calls | Client only |
|
||||
| `GameComponent.tsx` | Navigation, phase routing | Client only |
|
||||
| `types.ts` | Shared type definitions | Both |
|
||||
| `components/*` | UI for each game phase | Client only |
|
||||
|
||||
---
|
||||
|
||||
## Examples
|
||||
|
||||
### Number Guesser (Turn-Based)
|
||||
|
||||
See `src/arcade-games/number-guesser/` for a complete example of:
|
||||
- Turn-based gameplay (chooser → guessers)
|
||||
- Player rotation logic
|
||||
- Round management
|
||||
- Score tracking
|
||||
- Hot/cold feedback system
|
||||
- Error handling and user feedback
|
||||
|
||||
**Key Patterns:**
|
||||
- Setting `currentPlayerId` for turn indicators
|
||||
- Rotating turns in validator
|
||||
- Handling round vs. game completion
|
||||
- Type coercion for JSON-serialized numbers
|
||||
|
||||
---
|
||||
|
||||
## Best Practices
|
||||
|
||||
### 1. Player Ordering Consistency
|
||||
|
||||
**Problem**: Sets don't guarantee order, causing mismatch between UI and game logic.
|
||||
|
||||
**Solution**: Use `Array.from(activePlayerIds)` without sorting in both UI and game logic.
|
||||
|
||||
```typescript
|
||||
// In Provider
|
||||
const activePlayers = Array.from(activePlayerIds) // NO .sort()
|
||||
|
||||
// In Validator
|
||||
const newState = {
|
||||
...state,
|
||||
currentPlayer: activePlayers[0], // First in Set order = first in UI
|
||||
}
|
||||
```
|
||||
|
||||
### 2. Type Coercion for Numbers
|
||||
|
||||
**Problem**: WebSocket JSON serialization converts numbers to strings.
|
||||
|
||||
**Solution**: Explicitly coerce in validator:
|
||||
|
||||
```typescript
|
||||
validateMove(state: MyGameState, move: MyGameMove): ValidationResult {
|
||||
switch (move.type) {
|
||||
case 'MAKE_GUESS':
|
||||
return this.validateGuess(state, Number(move.data.guess)) // Coerce!
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Error Feedback
|
||||
|
||||
**Problem**: Users don't see why their moves were rejected.
|
||||
|
||||
**Solution**: Use `lastError` from `useArcadeSession`:
|
||||
|
||||
```typescript
|
||||
const { state, lastError, clearError } = useArcadeSession(...)
|
||||
|
||||
// Auto-dismiss after 5 seconds
|
||||
useEffect(() => {
|
||||
if (lastError) {
|
||||
const timeout = setTimeout(() => clearError(), 5000)
|
||||
return () => clearTimeout(timeout)
|
||||
}
|
||||
}, [lastError, clearError])
|
||||
|
||||
// Show in UI
|
||||
{lastError && (
|
||||
<div className="error-banner">
|
||||
<div>⚠️ Move Rejected</div>
|
||||
<div>{lastError}</div>
|
||||
<button onClick={clearError}>Dismiss</button>
|
||||
</div>
|
||||
)}
|
||||
```
|
||||
|
||||
### 4. Turn Indicators
|
||||
|
||||
**Problem**: Players don't know whose turn it is.
|
||||
|
||||
**Solution**: Pass `currentPlayerId` to `PageWithNav`:
|
||||
|
||||
```typescript
|
||||
<PageWithNav
|
||||
currentPlayerId={state.currentPlayer}
|
||||
playerScores={state.scores}
|
||||
>
|
||||
```
|
||||
|
||||
### 5. Server-Only Logic
|
||||
|
||||
**Problem**: Client can cheat by modifying local state.
|
||||
|
||||
**Solution**: All game logic in validator, client uses `applyMove: (state) => state`:
|
||||
|
||||
```typescript
|
||||
// ❌ BAD: Client calculates winner
|
||||
const { state, sendMove } = useArcadeSession({
|
||||
applyMove: (state, move) => {
|
||||
if (move.type === 'SCORE') {
|
||||
return { ...state, winner: calculateWinner(state) } // Cheatable!
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
// ✅ GOOD: Server calculates everything
|
||||
const { state, sendMove } = useArcadeSession({
|
||||
applyMove: (state, move) => state // Client just waits for server
|
||||
})
|
||||
```
|
||||
|
||||
### 6. Phase Management
|
||||
|
||||
Use discriminated union for type-safe phase rendering:
|
||||
|
||||
```typescript
|
||||
type GamePhase = 'setup' | 'playing' | 'results'
|
||||
|
||||
interface MyGameState {
|
||||
gamePhase: GamePhase
|
||||
// ...
|
||||
}
|
||||
|
||||
// In GameComponent
|
||||
{state.gamePhase === 'setup' && <SetupPhase />}
|
||||
{state.gamePhase === 'playing' && <PlayingPhase />}
|
||||
{state.gamePhase === 'results' && <ResultsPhase />}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### "Player not found" errors
|
||||
|
||||
**Cause**: Player IDs from `useGameMode()` don't match server state.
|
||||
|
||||
**Fix**: Always use `buildPlayerMetadata()` helper:
|
||||
|
||||
```typescript
|
||||
const playerMetadata = buildPlayerMetadata(activePlayers, {}, players, viewerId)
|
||||
```
|
||||
|
||||
### Turn indicator not showing
|
||||
|
||||
**Cause**: `currentPlayerId` not passed or doesn't match player IDs in UI.
|
||||
|
||||
**Fix**: Verify player order matches between game state and `activePlayerIds`:
|
||||
|
||||
```typescript
|
||||
// Both should use same source without sorting
|
||||
const activePlayers = Array.from(activePlayerIds) // Provider
|
||||
const activePlayerList = Array.from(activePlayers) // PageWithNav
|
||||
```
|
||||
|
||||
### Moves rejected with type errors
|
||||
|
||||
**Cause**: JSON serialization converts numbers to strings.
|
||||
|
||||
**Fix**: Add `Number()` coercion in validator:
|
||||
|
||||
```typescript
|
||||
case 'SET_VALUE':
|
||||
return this.validateValue(state, Number(move.data.value))
|
||||
```
|
||||
|
||||
### State not syncing across clients
|
||||
|
||||
**Cause**: Not using `useArcadeSession` correctly.
|
||||
|
||||
**Fix**: Ensure `roomId` is passed:
|
||||
|
||||
```typescript
|
||||
const { state, sendMove } = useArcadeSession({
|
||||
userId: viewerId || '',
|
||||
roomId: roomData?.id, // Required for room sync!
|
||||
initialState,
|
||||
applyMove: (state) => state,
|
||||
})
|
||||
```
|
||||
|
||||
### Game not appearing in selector
|
||||
|
||||
**Cause**: Not registered or `available: false`.
|
||||
|
||||
**Fix**:
|
||||
1. Add to `game-registry.ts`: `registerGame(myGame)`
|
||||
2. Set `available: true` in manifest
|
||||
3. Verify no console errors on import
|
||||
|
||||
### Config changes not taking effect
|
||||
|
||||
**Cause**: State sync timing - validator uses old state while config is being updated.
|
||||
|
||||
**Context**: When you change game config (e.g., min/max numbers), there's a brief window where:
|
||||
1. Client updates config in database
|
||||
2. Config change hasn't propagated to server state yet
|
||||
3. Moves are validated against old state
|
||||
|
||||
**Fix**: Ensure config changes trigger state reset or are applied atomically:
|
||||
|
||||
```typescript
|
||||
// When changing config, also update initialState
|
||||
const setConfig = useCallback((field, value) => {
|
||||
sendMove({ type: 'SET_CONFIG', data: { field, value } })
|
||||
|
||||
// Persist to database for next session
|
||||
if (roomData?.id) {
|
||||
updateGameConfig({
|
||||
roomId: roomData.id,
|
||||
gameConfig: {
|
||||
...roomData.gameConfig,
|
||||
'my-game': { ...currentConfig, [field]: value }
|
||||
}
|
||||
})
|
||||
}
|
||||
}, [sendMove, updateGameConfig, roomData])
|
||||
```
|
||||
|
||||
**Best Practice**: Make config changes only during setup phase, before game starts.
|
||||
|
||||
### Debugging validation errors
|
||||
|
||||
**Problem**: Moves rejected but unclear why (especially type-related issues).
|
||||
|
||||
**Solution**: Add debug logging in validator:
|
||||
|
||||
```typescript
|
||||
private validateGuess(state: State, guess: number): ValidationResult {
|
||||
// Debug logging
|
||||
console.log('[MyGame] Validating guess:', {
|
||||
guess,
|
||||
guessType: typeof guess, // Check if it's a string!
|
||||
min: state.minNumber,
|
||||
minType: typeof state.minNumber,
|
||||
max: state.maxNumber,
|
||||
maxType: typeof state.maxNumber,
|
||||
})
|
||||
|
||||
if (guess < state.minNumber || guess > state.maxNumber) {
|
||||
return { valid: false, error: `Guess must be between ${state.minNumber} and ${state.maxNumber}` }
|
||||
}
|
||||
|
||||
// ... rest of validation
|
||||
}
|
||||
```
|
||||
|
||||
**What to check:**
|
||||
1. **Browser console**: Look for `[ArcadeSession] Move rejected by server:` messages
|
||||
2. **Server logs**: Check validator console.log output for types and values
|
||||
3. **Type mismatches**: Numbers becoming strings is the #1 issue
|
||||
4. **State sync**: Is the validator using the state you expect?
|
||||
|
||||
**Common debugging workflow:**
|
||||
1. Move rejected → Check browser console for error message
|
||||
2. Error unclear → Add console.log to validator
|
||||
3. Restart server → See debug output when move is made
|
||||
4. Compare expected vs. actual values/types
|
||||
5. Add `Number()` coercion if types don't match
|
||||
|
||||
---
|
||||
|
||||
## Resources
|
||||
|
||||
- **Game SDK**: `src/lib/arcade/game-sdk/`
|
||||
- **Registry**: `src/lib/arcade/game-registry.ts`
|
||||
- **Example Game**: `src/arcade-games/number-guesser/`
|
||||
- **Validation Types**: `src/lib/arcade/validation/types.ts`
|
||||
|
||||
---
|
||||
|
||||
## FAQ
|
||||
|
||||
**Q: Can I use external libraries in my game?**
|
||||
A: Yes, but install them in the workspace package.json. Games should be self-contained.
|
||||
|
||||
**Q: How do I add game configuration that persists?**
|
||||
A: Use `useUpdateGameConfig()` to save to room:
|
||||
|
||||
```typescript
|
||||
const { mutate: updateGameConfig } = useUpdateGameConfig()
|
||||
|
||||
updateGameConfig({
|
||||
roomId: roomData.id,
|
||||
gameConfig: {
|
||||
...roomData.gameConfig,
|
||||
'my-game': { difficulty: 5 }
|
||||
}
|
||||
})
|
||||
```
|
||||
|
||||
**Q: Can I have asymmetric player roles?**
|
||||
A: Yes! See Number Guesser's chooser/guesser pattern.
|
||||
|
||||
**Q: How do I handle real-time timers?**
|
||||
A: Store `startTime` in state, use client-side countdown, server validates elapsed time.
|
||||
|
||||
**Q: What's the difference between `playerId` and `userId`?**
|
||||
A: `userId` is the user account, `playerId` is the avatar/character in the game. One user can control multiple players.
|
||||
@@ -1,21 +1,23 @@
|
||||
'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 } from '@/hooks/useRoomData'
|
||||
import { useRoomData, useUpdateGameConfig } from '@/hooks/useRoomData'
|
||||
import { useViewerId } from '@/hooks/useViewerId'
|
||||
import {
|
||||
buildPlayerMetadata as buildPlayerMetadataUtil,
|
||||
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(),
|
||||
@@ -90,16 +93,19 @@ function applyMoveOptimistically(state: MemoryPairsState, move: GameMove): Memor
|
||||
|
||||
case 'FLIP_CARD': {
|
||||
// Optimistically flip the card
|
||||
const card = state.gameCards.find((c) => c.id === move.data.cardId)
|
||||
// Defensive check: ensure arrays exist
|
||||
const gameCards = state.gameCards || []
|
||||
const flippedCards = state.flippedCards || []
|
||||
|
||||
const card = gameCards.find((c) => c.id === typedMove.data.cardId)
|
||||
if (!card) return state
|
||||
|
||||
const newFlippedCards = [...state.flippedCards, card]
|
||||
const newFlippedCards = [...flippedCards, card]
|
||||
|
||||
return {
|
||||
...state,
|
||||
flippedCards: newFlippedCards,
|
||||
currentMoveStartTime:
|
||||
state.flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
|
||||
currentMoveStartTime: flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
|
||||
isProcessingMove: newFlippedCards.length === 2, // Processing if 2 cards flipped
|
||||
showMismatchFeedback: false,
|
||||
}
|
||||
@@ -170,7 +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 {
|
||||
@@ -220,7 +226,7 @@ function applyMoveOptimistically(state: MemoryPairsState, move: GameMove): Memor
|
||||
...state,
|
||||
playerHovers: {
|
||||
...state.playerHovers,
|
||||
[move.playerId]: move.data.cardId,
|
||||
[typedMove.playerId]: typedMove.data.cardId,
|
||||
},
|
||||
}
|
||||
}
|
||||
@@ -233,19 +239,89 @@ 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'
|
||||
|
||||
// NO LOCAL STATE - Configuration lives in session state
|
||||
// Changes are sent as moves and synchronized across all room members
|
||||
// Track roomData.gameConfig changes
|
||||
useEffect(() => {
|
||||
console.log(
|
||||
'[MatchingProvider] roomData.gameConfig changed:',
|
||||
JSON.stringify(
|
||||
{
|
||||
gameConfig: roomData?.gameConfig,
|
||||
roomId: roomData?.id,
|
||||
gameName: roomData?.gameName,
|
||||
},
|
||||
null,
|
||||
2
|
||||
)
|
||||
)
|
||||
}, [roomData?.gameConfig, roomData?.id, roomData?.gameName])
|
||||
|
||||
// Merge saved game config from room with initialState
|
||||
// Settings are scoped by game name to preserve settings when switching games
|
||||
const mergedInitialState = useMemo(() => {
|
||||
const gameConfig = roomData?.gameConfig as Record<string, any> | null | undefined
|
||||
console.log(
|
||||
'[MatchingProvider] Loading settings from database:',
|
||||
JSON.stringify(
|
||||
{
|
||||
gameConfig,
|
||||
roomId: roomData?.id,
|
||||
},
|
||||
null,
|
||||
2
|
||||
)
|
||||
)
|
||||
|
||||
if (!gameConfig) {
|
||||
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(
|
||||
'[MatchingProvider] Saved config for matching:',
|
||||
JSON.stringify(savedConfig, null, 2)
|
||||
)
|
||||
|
||||
if (!savedConfig) {
|
||||
console.log('[MatchingProvider] No saved config for matching, using initialState')
|
||||
return initialState
|
||||
}
|
||||
|
||||
const merged = {
|
||||
...initialState,
|
||||
// Restore settings from saved config
|
||||
gameType: savedConfig.gameType ?? initialState.gameType,
|
||||
difficulty: savedConfig.difficulty ?? initialState.difficulty,
|
||||
turnTimer: savedConfig.turnTimer ?? initialState.turnTimer,
|
||||
}
|
||||
console.log(
|
||||
'[MatchingProvider] Merged state:',
|
||||
JSON.stringify(
|
||||
{
|
||||
gameType: merged.gameType,
|
||||
difficulty: merged.difficulty,
|
||||
turnTimer: merged.turnTimer,
|
||||
},
|
||||
null,
|
||||
2
|
||||
)
|
||||
)
|
||||
|
||||
return merged
|
||||
}, [roomData?.gameConfig])
|
||||
|
||||
// Arcade session integration WITH room sync
|
||||
const {
|
||||
@@ -253,42 +329,58 @@ 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,
|
||||
initialState: mergedInitialState,
|
||||
applyMove: applyMoveOptimistically,
|
||||
})
|
||||
|
||||
// Detect state corruption/mismatch (e.g., game type mismatch between sessions)
|
||||
const hasStateCorruption =
|
||||
!state.gameCards || !state.flippedCards || !Array.isArray(state.gameCards)
|
||||
|
||||
// Handle mismatch feedback timeout
|
||||
useEffect(() => {
|
||||
if (state.showMismatchFeedback && state.flippedCards.length === 2) {
|
||||
// Defensive check: ensure flippedCards exists
|
||||
if (state.showMismatchFeedback && state.flippedCards?.length === 2) {
|
||||
// After 1.5 seconds, send CLEAR_MISMATCH
|
||||
// Server will validate that cards are still in mismatch state before clearing
|
||||
const timeout = setTimeout(() => {
|
||||
sendMove({
|
||||
type: 'CLEAR_MISMATCH',
|
||||
playerId: state.currentPlayer,
|
||||
userId: viewerId || '',
|
||||
data: {},
|
||||
})
|
||||
}, 1500)
|
||||
|
||||
return () => clearTimeout(timeout)
|
||||
}
|
||||
}, [state.showMismatchFeedback, state.flippedCards.length, sendMove, state.currentPlayer])
|
||||
}, [
|
||||
state.showMismatchFeedback,
|
||||
state.flippedCards?.length,
|
||||
sendMove,
|
||||
state.currentPlayer,
|
||||
viewerId,
|
||||
])
|
||||
|
||||
// Computed values
|
||||
const isGameActive = state.gamePhase === 'playing'
|
||||
|
||||
const canFlipCard = useCallback(
|
||||
(cardId: string): boolean => {
|
||||
// Defensive check: ensure required state exists
|
||||
const flippedCards = state.flippedCards || []
|
||||
const gameCards = state.gameCards || []
|
||||
|
||||
console.log('[RoomProvider][canFlipCard] Checking card:', {
|
||||
cardId,
|
||||
isGameActive,
|
||||
isProcessingMove: state.isProcessingMove,
|
||||
currentPlayer: state.currentPlayer,
|
||||
hasRoomData: !!roomData,
|
||||
flippedCardsCount: state.flippedCards.length,
|
||||
flippedCardsCount: flippedCards.length,
|
||||
})
|
||||
|
||||
if (!isGameActive || state.isProcessingMove) {
|
||||
@@ -296,20 +388,20 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
|
||||
return false
|
||||
}
|
||||
|
||||
const card = state.gameCards.find((c) => c.id === cardId)
|
||||
const card = gameCards.find((c) => c.id === cardId)
|
||||
if (!card || card.matched) {
|
||||
console.log('[RoomProvider][canFlipCard] Blocked: card not found or already matched')
|
||||
return false
|
||||
}
|
||||
|
||||
// Can't flip if already flipped
|
||||
if (state.flippedCards.some((c) => c.id === cardId)) {
|
||||
if (flippedCards.some((c) => c.id === cardId)) {
|
||||
console.log('[RoomProvider][canFlipCard] Blocked: card already flipped')
|
||||
return false
|
||||
}
|
||||
|
||||
// Can't flip more than 2 cards
|
||||
if (state.flippedCards.length >= 2) {
|
||||
if (flippedCards.length >= 2) {
|
||||
console.log('[RoomProvider][canFlipCard] Blocked: 2 cards already flipped')
|
||||
return false
|
||||
}
|
||||
@@ -390,7 +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]
|
||||
)
|
||||
@@ -399,7 +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
|
||||
}
|
||||
|
||||
@@ -410,17 +502,18 @@ 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,
|
||||
userId: viewerId || '',
|
||||
data: {
|
||||
cards,
|
||||
activePlayers,
|
||||
playerMetadata,
|
||||
},
|
||||
})
|
||||
}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove])
|
||||
}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove, viewerId])
|
||||
|
||||
const flipCard = useCallback(
|
||||
(cardId: string) => {
|
||||
@@ -441,6 +534,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
|
||||
const move = {
|
||||
type: 'FLIP_CARD' as const,
|
||||
playerId: state.currentPlayer, // Use the current player ID from game state (database player ID)
|
||||
userId: viewerId || '',
|
||||
data: { cardId },
|
||||
}
|
||||
console.log('[RoomProvider] Sending FLIP_CARD move via sendMove:', move)
|
||||
@@ -452,7 +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
|
||||
}
|
||||
|
||||
@@ -462,102 +556,302 @@ 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,
|
||||
userId: viewerId || '',
|
||||
data: {
|
||||
cards,
|
||||
activePlayers,
|
||||
playerMetadata,
|
||||
},
|
||||
})
|
||||
}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove])
|
||||
}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove, viewerId])
|
||||
|
||||
const setGameType = useCallback(
|
||||
(gameType: typeof state.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,
|
||||
userId: viewerId || '',
|
||||
data: { field: 'gameType', value: gameType },
|
||||
})
|
||||
|
||||
// Save setting to room's gameConfig for persistence
|
||||
if (roomData?.id) {
|
||||
const currentGameConfig = (roomData.gameConfig as Record<string, any>) || {}
|
||||
const currentMatchingConfig = (currentGameConfig.matching as Record<string, any>) || {}
|
||||
|
||||
const updatedConfig = {
|
||||
...currentGameConfig,
|
||||
matching: {
|
||||
...currentMatchingConfig,
|
||||
gameType,
|
||||
},
|
||||
}
|
||||
console.log(
|
||||
'[MatchingProvider] Saving gameType to database:',
|
||||
JSON.stringify(
|
||||
{
|
||||
roomId: roomData.id,
|
||||
updatedConfig,
|
||||
},
|
||||
null,
|
||||
2
|
||||
)
|
||||
)
|
||||
updateGameConfig({
|
||||
roomId: roomData.id,
|
||||
gameConfig: updatedConfig,
|
||||
})
|
||||
} else {
|
||||
console.warn('[MatchingProvider] Cannot save gameType - no roomData.id')
|
||||
}
|
||||
},
|
||||
[activePlayers, sendMove]
|
||||
[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
|
||||
)
|
||||
|
||||
const setDifficulty = useCallback(
|
||||
(difficulty: typeof state.difficulty) => {
|
||||
const playerId = activePlayers[0] || ''
|
||||
console.log('[MatchingProvider] setDifficulty called:', difficulty)
|
||||
|
||||
const playerId = (activePlayers[0] as string) || ''
|
||||
sendMove({
|
||||
type: 'SET_CONFIG',
|
||||
playerId,
|
||||
userId: viewerId || '',
|
||||
data: { field: 'difficulty', value: difficulty },
|
||||
})
|
||||
|
||||
// Save setting to room's gameConfig for persistence
|
||||
if (roomData?.id) {
|
||||
const currentGameConfig = (roomData.gameConfig as Record<string, any>) || {}
|
||||
const currentMatchingConfig = (currentGameConfig.matching as Record<string, any>) || {}
|
||||
|
||||
const updatedConfig = {
|
||||
...currentGameConfig,
|
||||
matching: {
|
||||
...currentMatchingConfig,
|
||||
difficulty,
|
||||
},
|
||||
}
|
||||
console.log(
|
||||
'[MatchingProvider] Saving difficulty to database:',
|
||||
JSON.stringify(
|
||||
{
|
||||
roomId: roomData.id,
|
||||
updatedConfig,
|
||||
},
|
||||
null,
|
||||
2
|
||||
)
|
||||
)
|
||||
updateGameConfig({
|
||||
roomId: roomData.id,
|
||||
gameConfig: updatedConfig,
|
||||
})
|
||||
} else {
|
||||
console.warn('[MatchingProvider] Cannot save difficulty - no roomData.id')
|
||||
}
|
||||
},
|
||||
[activePlayers, sendMove]
|
||||
[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
|
||||
)
|
||||
|
||||
const setTurnTimer = useCallback(
|
||||
(turnTimer: typeof state.turnTimer) => {
|
||||
const playerId = activePlayers[0] || ''
|
||||
console.log('[MatchingProvider] setTurnTimer called:', turnTimer)
|
||||
|
||||
const playerId = (activePlayers[0] as string) || ''
|
||||
sendMove({
|
||||
type: 'SET_CONFIG',
|
||||
playerId,
|
||||
userId: viewerId || '',
|
||||
data: { field: 'turnTimer', value: turnTimer },
|
||||
})
|
||||
|
||||
// Save setting to room's gameConfig for persistence
|
||||
if (roomData?.id) {
|
||||
const currentGameConfig = (roomData.gameConfig as Record<string, any>) || {}
|
||||
const currentMatchingConfig = (currentGameConfig.matching as Record<string, any>) || {}
|
||||
|
||||
const updatedConfig = {
|
||||
...currentGameConfig,
|
||||
matching: {
|
||||
...currentMatchingConfig,
|
||||
turnTimer,
|
||||
},
|
||||
}
|
||||
console.log(
|
||||
'[MatchingProvider] Saving turnTimer to database:',
|
||||
JSON.stringify(
|
||||
{
|
||||
roomId: roomData.id,
|
||||
updatedConfig,
|
||||
},
|
||||
null,
|
||||
2
|
||||
)
|
||||
)
|
||||
updateGameConfig({
|
||||
roomId: roomData.id,
|
||||
gameConfig: updatedConfig,
|
||||
})
|
||||
} else {
|
||||
console.warn('[MatchingProvider] Cannot save turnTimer - no roomData.id')
|
||||
}
|
||||
},
|
||||
[activePlayers, sendMove]
|
||||
[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
|
||||
)
|
||||
|
||||
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,
|
||||
userId: viewerId || '',
|
||||
data: {},
|
||||
})
|
||||
}, [activePlayers, state.currentPlayer, sendMove])
|
||||
}, [activePlayers, state.currentPlayer, sendMove, viewerId])
|
||||
|
||||
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,
|
||||
userId: viewerId || '',
|
||||
data: {},
|
||||
})
|
||||
}, [canResumeGame, activePlayers, state.currentPlayer, sendMove])
|
||||
}, [canResumeGame, activePlayers, state.currentPlayer, sendMove, viewerId])
|
||||
|
||||
const hoverCard = useCallback(
|
||||
(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({
|
||||
type: 'HOVER_CARD',
|
||||
playerId,
|
||||
userId: viewerId || '',
|
||||
data: { cardId },
|
||||
})
|
||||
},
|
||||
[state.currentPlayer, activePlayers, sendMove]
|
||||
[state.currentPlayer, activePlayers, sendMove, viewerId]
|
||||
)
|
||||
|
||||
// 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
|
||||
}
|
||||
|
||||
const contextValue: MemoryPairsContextValue = {
|
||||
// If state is corrupted, show error message instead of crashing
|
||||
if (hasStateCorruption) {
|
||||
return (
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
padding: '40px',
|
||||
textAlign: 'center',
|
||||
minHeight: '400px',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
fontSize: '48px',
|
||||
marginBottom: '20px',
|
||||
}}
|
||||
>
|
||||
⚠️
|
||||
</div>
|
||||
<h2
|
||||
style={{
|
||||
fontSize: '24px',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '12px',
|
||||
color: '#dc2626',
|
||||
}}
|
||||
>
|
||||
Game State Mismatch
|
||||
</h2>
|
||||
<p
|
||||
style={{
|
||||
fontSize: '16px',
|
||||
color: '#6b7280',
|
||||
marginBottom: '24px',
|
||||
maxWidth: '500px',
|
||||
}}
|
||||
>
|
||||
There's a mismatch between game types in this room. This usually happens when room members
|
||||
are playing different games.
|
||||
</p>
|
||||
<div
|
||||
style={{
|
||||
background: '#f9fafb',
|
||||
border: '1px solid #e5e7eb',
|
||||
borderRadius: '8px',
|
||||
padding: '16px',
|
||||
marginBottom: '24px',
|
||||
maxWidth: '500px',
|
||||
}}
|
||||
>
|
||||
<p
|
||||
style={{
|
||||
fontSize: '14px',
|
||||
fontWeight: '600',
|
||||
marginBottom: '8px',
|
||||
}}
|
||||
>
|
||||
To fix this:
|
||||
</p>
|
||||
<ol
|
||||
style={{
|
||||
fontSize: '14px',
|
||||
textAlign: 'left',
|
||||
paddingLeft: '20px',
|
||||
lineHeight: '1.6',
|
||||
}}
|
||||
>
|
||||
<li>Make sure all room members are on the same game page</li>
|
||||
<li>Try refreshing the page</li>
|
||||
<li>If the issue persists, leave and rejoin the room</li>
|
||||
</ol>
|
||||
</div>
|
||||
<button
|
||||
onClick={() => window.location.reload()}
|
||||
style={{
|
||||
padding: '10px 20px',
|
||||
background: '#3b82f6',
|
||||
color: 'white',
|
||||
border: 'none',
|
||||
borderRadius: '6px',
|
||||
fontSize: '14px',
|
||||
fontWeight: '600',
|
||||
cursor: 'pointer',
|
||||
}}
|
||||
>
|
||||
Refresh Page
|
||||
</button>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
const contextValue: MatchingContextValue = {
|
||||
state: effectiveState,
|
||||
dispatch: () => {
|
||||
// No-op - replaced with sendMove
|
||||
@@ -582,8 +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
|
||||
}
|
||||
@@ -4,20 +4,20 @@
|
||||
*/
|
||||
|
||||
import type {
|
||||
Difficulty,
|
||||
GameCard,
|
||||
GameType,
|
||||
MemoryPairsState,
|
||||
MatchingConfig,
|
||||
MatchingMove,
|
||||
MatchingState,
|
||||
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 { GameValidator, MatchingGameMove, ValidationResult } from './types'
|
||||
} from './types'
|
||||
import { generateGameCards } from './utils/cardGeneration'
|
||||
import { canFlipCard, validateMatch } from './utils/matchValidation'
|
||||
import type { GameValidator, ValidationResult } from '@/lib/arcade/validation/types'
|
||||
|
||||
export class MatchingGameValidator implements GameValidator<MemoryPairsState, MatchingGameMove> {
|
||||
export class MatchingGameValidator implements GameValidator<MatchingState, MatchingMove> {
|
||||
validateMove(
|
||||
state: MemoryPairsState,
|
||||
move: MatchingGameMove,
|
||||
state: MatchingState,
|
||||
move: MatchingMove,
|
||||
context?: { userId?: string; playerOwnership?: Record<string, string> }
|
||||
): ValidationResult {
|
||||
switch (move.type) {
|
||||
@@ -56,7 +56,7 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
|
||||
}
|
||||
|
||||
private validateFlipCard(
|
||||
state: MemoryPairsState,
|
||||
state: MatchingState,
|
||||
cardId: string,
|
||||
playerId: string,
|
||||
context?: { userId?: string; playerOwnership?: Record<string, string> }
|
||||
@@ -203,7 +203,7 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
|
||||
}
|
||||
|
||||
private validateStartGame(
|
||||
state: MemoryPairsState,
|
||||
state: MatchingState,
|
||||
activePlayers: Player[],
|
||||
cards?: GameCard[],
|
||||
playerMetadata?: { [playerId: string]: any }
|
||||
@@ -221,7 +221,7 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
|
||||
// Use provided cards or generate new ones
|
||||
const gameCards = cards || generateGameCards(state.gameType, state.difficulty)
|
||||
|
||||
const newState: MemoryPairsState = {
|
||||
const newState: MatchingState = {
|
||||
...state,
|
||||
gameCards,
|
||||
cards: gameCards,
|
||||
@@ -254,7 +254,7 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
|
||||
}
|
||||
}
|
||||
|
||||
private validateClearMismatch(state: MemoryPairsState): ValidationResult {
|
||||
private validateClearMismatch(state: MatchingState): ValidationResult {
|
||||
// Only clear if there's actually a mismatch showing
|
||||
// This prevents race conditions where CLEAR_MISMATCH arrives after cards have already been cleared
|
||||
if (!state.showMismatchFeedback || state.flippedCards.length === 0) {
|
||||
@@ -308,7 +308,7 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
|
||||
* - Saves game state for resume if coming from active game
|
||||
* - Resets game progression state (scores, cards, etc.)
|
||||
*/
|
||||
private validateGoToSetup(state: MemoryPairsState): ValidationResult {
|
||||
private validateGoToSetup(state: MatchingState): ValidationResult {
|
||||
// Determine if we're pausing an active game (for Resume functionality)
|
||||
const isPausingGame = state.gamePhase === 'playing' || state.gamePhase === 'results'
|
||||
|
||||
@@ -379,7 +379,7 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
|
||||
* @param value New value for the field
|
||||
*/
|
||||
private validateSetConfig(
|
||||
state: MemoryPairsState,
|
||||
state: MatchingState,
|
||||
field: 'gameType' | 'difficulty' | 'turnTimer',
|
||||
value: any
|
||||
): ValidationResult {
|
||||
@@ -451,7 +451,7 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
|
||||
* - Restores game state and phase
|
||||
* - Clears paused game state
|
||||
*/
|
||||
private validateResumeGame(state: MemoryPairsState): ValidationResult {
|
||||
private validateResumeGame(state: MatchingState): ValidationResult {
|
||||
// Must be in setup phase
|
||||
if (state.gamePhase !== 'setup') {
|
||||
return {
|
||||
@@ -514,7 +514,7 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
|
||||
* which card a player is hovering over for UI feedback to other players.
|
||||
*/
|
||||
private validateHoverCard(
|
||||
state: MemoryPairsState,
|
||||
state: MatchingState,
|
||||
cardId: string | null,
|
||||
playerId: string
|
||||
): ValidationResult {
|
||||
@@ -532,15 +532,11 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
|
||||
}
|
||||
}
|
||||
|
||||
isGameComplete(state: MemoryPairsState): boolean {
|
||||
isGameComplete(state: MatchingState): boolean {
|
||||
return state.gamePhase === 'results' || state.matchedPairs === state.totalPairs
|
||||
}
|
||||
|
||||
getInitialState(config: {
|
||||
difficulty: Difficulty
|
||||
gameType: GameType
|
||||
turnTimer: number
|
||||
}): MemoryPairsState {
|
||||
getInitialState(config: MatchingConfig): MatchingState {
|
||||
return {
|
||||
cards: [],
|
||||
gameCards: [],
|
||||
@@ -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 {
|
||||
@@ -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()
|
||||
@@ -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])
|
||||
@@ -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)
|
||||
|
||||
@@ -33,7 +33,7 @@ export function MemoryPairsGame() {
|
||||
<PageWithNav
|
||||
navTitle={navTitle}
|
||||
navEmoji={navEmoji}
|
||||
emphasizeGameContext={state.gamePhase === 'setup'}
|
||||
emphasizePlayerSelection={state.gamePhase === 'setup'}
|
||||
onExitSession={() => {
|
||||
exitSession()
|
||||
router.push('/arcade')
|
||||
@@ -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)
|
||||
@@ -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
|
||||
@@ -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()
|
||||
|
||||
11
apps/web/src/arcade-games/matching/components/index.ts
Normal file
11
apps/web/src/arcade-games/matching/components/index.ts
Normal 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'
|
||||
76
apps/web/src/arcade-games/matching/index.ts
Normal file
76
apps/web/src/arcade-games/matching/index.ts
Normal file
@@ -0,0 +1,76 @@
|
||||
/**
|
||||
* Matching Pairs Battle Game Definition
|
||||
*
|
||||
* A turn-based multiplayer memory game where players flip cards to find matching pairs.
|
||||
* Supports both abacus-numeral matching and complement pairs modes.
|
||||
*/
|
||||
|
||||
import { defineGame } from '@/lib/arcade/game-sdk'
|
||||
import type { GameManifest } from '@/lib/arcade/game-sdk'
|
||||
import { MemoryPairsGame } from './components/MemoryPairsGame'
|
||||
import { MatchingProvider } from './Provider'
|
||||
import type { MatchingConfig, MatchingMove, MatchingState } from './types'
|
||||
import { matchingGameValidator } from './Validator'
|
||||
|
||||
const manifest: GameManifest = {
|
||||
name: 'matching',
|
||||
displayName: 'Matching Pairs Battle',
|
||||
icon: '⚔️',
|
||||
description: 'Multiplayer memory battle with friends',
|
||||
longDescription:
|
||||
'Battle friends in epic memory challenges. Match pairs faster than your opponents in this exciting multiplayer experience. ' +
|
||||
'Choose between abacus-numeral matching or complement pairs mode. Strategic thinking and quick memory are key to victory!',
|
||||
maxPlayers: 4,
|
||||
difficulty: 'Intermediate',
|
||||
chips: ['👥 Multiplayer', '🎯 Strategic', '🏆 Competitive'],
|
||||
color: 'purple',
|
||||
gradient: 'linear-gradient(135deg, #e9d5ff, #ddd6fe)',
|
||||
borderColor: 'purple.200',
|
||||
available: true,
|
||||
}
|
||||
|
||||
const defaultConfig: MatchingConfig = {
|
||||
gameType: 'abacus-numeral',
|
||||
difficulty: 6,
|
||||
turnTimer: 30,
|
||||
}
|
||||
|
||||
// Config validation function
|
||||
function validateMatchingConfig(config: unknown): config is MatchingConfig {
|
||||
if (typeof config !== 'object' || config === null) {
|
||||
return false
|
||||
}
|
||||
|
||||
const c = config as any
|
||||
|
||||
// Validate gameType
|
||||
if (!('gameType' in c) || !['abacus-numeral', 'complement-pairs'].includes(c.gameType)) {
|
||||
return false
|
||||
}
|
||||
|
||||
// Validate difficulty (number of pairs)
|
||||
if (!('difficulty' in c) || ![6, 8, 12, 15].includes(c.difficulty)) {
|
||||
return false
|
||||
}
|
||||
|
||||
// Validate turnTimer
|
||||
if (
|
||||
!('turnTimer' in c) ||
|
||||
typeof c.turnTimer !== 'number' ||
|
||||
c.turnTimer < 5 ||
|
||||
c.turnTimer > 300
|
||||
) {
|
||||
return false
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
export const matchingGame = defineGame<MatchingConfig, MatchingState, MatchingMove>({
|
||||
manifest,
|
||||
Provider: MatchingProvider,
|
||||
GameComponent: MemoryPairsGame,
|
||||
validator: matchingGameValidator,
|
||||
defaultConfig,
|
||||
validateConfig: validateMatchingConfig,
|
||||
})
|
||||
286
apps/web/src/arcade-games/matching/types.ts
Normal file
286
apps/web/src/arcade-games/matching/types.ts
Normal file
@@ -0,0 +1,286 @@
|
||||
/**
|
||||
* Matching Pairs Battle - Type Definitions
|
||||
*
|
||||
* SDK-compatible types for the matching game.
|
||||
*/
|
||||
|
||||
import type { GameConfig, GameState } from '@/lib/arcade/game-sdk/types'
|
||||
|
||||
// ============================================================================
|
||||
// Core Types
|
||||
// ============================================================================
|
||||
|
||||
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
|
||||
|
||||
// ============================================================================
|
||||
// Game Configuration (SDK-compatible)
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* Configuration for matching game
|
||||
* Extends GameConfig for SDK compatibility
|
||||
*/
|
||||
export interface MatchingConfig extends GameConfig {
|
||||
gameType: GameType
|
||||
difficulty: Difficulty
|
||||
turnTimer: number
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Game Entities
|
||||
// ============================================================================
|
||||
|
||||
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 PlayerMetadata {
|
||||
id: string // Player ID (UUID)
|
||||
name: string
|
||||
emoji: string
|
||||
userId: string // Which user owns this player
|
||||
color?: string
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Game State (SDK-compatible)
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* Main game state for matching pairs battle
|
||||
* Extends GameState for SDK compatibility
|
||||
*/
|
||||
export interface MatchingState extends GameState {
|
||||
// Core game data
|
||||
cards: GameCard[]
|
||||
gameCards: GameCard[]
|
||||
flippedCards: GameCard[]
|
||||
|
||||
// Game configuration
|
||||
gameType: GameType
|
||||
difficulty: Difficulty
|
||||
turnTimer: number // Seconds for turn timer
|
||||
|
||||
// Game progression
|
||||
gamePhase: GamePhase
|
||||
currentPlayer: Player
|
||||
matchedPairs: number
|
||||
totalPairs: number
|
||||
moves: number
|
||||
scores: PlayerScore
|
||||
activePlayers: Player[] // Track active player IDs
|
||||
playerMetadata: Record<string, PlayerMetadata> // Player metadata for cross-user visibility
|
||||
consecutiveMatches: Record<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: Record<string, PlayerMetadata>
|
||||
consecutiveMatches: Record<string, number>
|
||||
gameStartTime: number | null
|
||||
}
|
||||
|
||||
// HOVER: Networked hover state
|
||||
playerHovers: Record<string, string | null> // playerId -> cardId (or null if not hovering)
|
||||
}
|
||||
|
||||
// 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)
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* All possible moves in the matching game
|
||||
* These match the move types validated by MatchingGameValidator
|
||||
*/
|
||||
export type MatchingMove =
|
||||
| {
|
||||
type: 'FLIP_CARD'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: {
|
||||
cardId: string
|
||||
}
|
||||
}
|
||||
| {
|
||||
type: 'START_GAME'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: {
|
||||
cards: GameCard[]
|
||||
activePlayers: string[]
|
||||
playerMetadata: Record<string, PlayerMetadata>
|
||||
}
|
||||
}
|
||||
| {
|
||||
type: 'CLEAR_MISMATCH'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: Record<string, never>
|
||||
}
|
||||
| {
|
||||
type: 'GO_TO_SETUP'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: Record<string, never>
|
||||
}
|
||||
| {
|
||||
type: 'SET_CONFIG'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: {
|
||||
field: 'gameType' | 'difficulty' | 'turnTimer'
|
||||
value: any
|
||||
}
|
||||
}
|
||||
| {
|
||||
type: 'RESUME_GAME'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: Record<string, never>
|
||||
}
|
||||
| {
|
||||
type: 'HOVER_CARD'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: {
|
||||
cardId: string | null
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 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
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Validation
|
||||
// ============================================================================
|
||||
|
||||
export interface MatchValidationResult {
|
||||
isValid: boolean
|
||||
reason?: string
|
||||
type: 'abacus-numeral' | 'complement' | 'invalid'
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
import type { Difficulty, GameCard, GameType } from '../context/types'
|
||||
import type { Difficulty, GameCard, GameType } from '../types'
|
||||
|
||||
// Utility function to generate unique random numbers
|
||||
function generateUniqueNumbers(count: number, options: { min: number; max: number }): number[] {
|
||||
@@ -1,4 +1,4 @@
|
||||
import type { GameStatistics, MemoryPairsState, Player } from '../context/types'
|
||||
import type { GameStatistics, MemoryPairsState, Player } from '../types'
|
||||
|
||||
// Calculate final game score based on multiple factors
|
||||
export function calculateFinalScore(
|
||||
@@ -1,4 +1,4 @@
|
||||
import type { GameCard, MatchValidationResult } from '../context/types'
|
||||
import type { GameCard, MatchValidationResult } from '../types'
|
||||
|
||||
// Validate abacus-numeral match (abacus card matches with number card of same value)
|
||||
export function validateAbacusNumeralMatch(
|
||||
199
apps/web/src/arcade-games/math-sprint/Provider.tsx
Normal file
199
apps/web/src/arcade-games/math-sprint/Provider.tsx
Normal file
@@ -0,0 +1,199 @@
|
||||
/**
|
||||
* Math Sprint Provider
|
||||
*
|
||||
* Context provider for Math Sprint game state management.
|
||||
* Demonstrates free-for-all gameplay with TEAM_MOVE pattern.
|
||||
*/
|
||||
|
||||
'use client'
|
||||
|
||||
import { createContext, useCallback, useContext, useMemo, type ReactNode } from 'react'
|
||||
import {
|
||||
buildPlayerMetadata,
|
||||
useArcadeSession,
|
||||
useGameMode,
|
||||
useRoomData,
|
||||
useUpdateGameConfig,
|
||||
useViewerId,
|
||||
} from '@/lib/arcade/game-sdk'
|
||||
import { TEAM_MOVE } from '@/lib/arcade/validation/types'
|
||||
import type { Difficulty, MathSprintState } from './types'
|
||||
|
||||
/**
|
||||
* Context value provided to child components
|
||||
*/
|
||||
interface MathSprintContextValue {
|
||||
state: MathSprintState
|
||||
lastError: string | null
|
||||
startGame: () => void
|
||||
submitAnswer: (answer: number) => void
|
||||
nextQuestion: () => void
|
||||
resetGame: () => void
|
||||
setConfig: (field: 'difficulty' | 'questionsPerRound' | 'timePerQuestion', value: any) => void
|
||||
clearError: () => void
|
||||
exitSession: () => void
|
||||
}
|
||||
|
||||
const MathSprintContext = createContext<MathSprintContextValue | null>(null)
|
||||
|
||||
/**
|
||||
* Hook to access Math Sprint context
|
||||
*/
|
||||
export function useMathSprint() {
|
||||
const context = useContext(MathSprintContext)
|
||||
if (!context) {
|
||||
throw new Error('useMathSprint must be used within MathSprintProvider')
|
||||
}
|
||||
return context
|
||||
}
|
||||
|
||||
/**
|
||||
* Math Sprint Provider Component
|
||||
*/
|
||||
export function MathSprintProvider({ children }: { children: ReactNode }) {
|
||||
const { data: viewerId } = useViewerId()
|
||||
const { roomData } = useRoomData()
|
||||
const { activePlayers: activePlayerIds, players } = useGameMode()
|
||||
const { mutate: updateGameConfig } = useUpdateGameConfig()
|
||||
|
||||
// Get active players as array (keep Set iteration order)
|
||||
const activePlayers = Array.from(activePlayerIds)
|
||||
|
||||
// Merge saved config from room with defaults
|
||||
const gameConfig = useMemo(() => {
|
||||
const allGameConfigs = roomData?.gameConfig as Record<string, unknown> | null | undefined
|
||||
const savedConfig = allGameConfigs?.['math-sprint'] as Record<string, unknown> | undefined
|
||||
return {
|
||||
difficulty: (savedConfig?.difficulty as Difficulty) || 'medium',
|
||||
questionsPerRound: (savedConfig?.questionsPerRound as number) || 10,
|
||||
timePerQuestion: (savedConfig?.timePerQuestion as number) || 30,
|
||||
}
|
||||
}, [roomData?.gameConfig])
|
||||
|
||||
// Initial state with merged config
|
||||
const initialState = useMemo<MathSprintState>(
|
||||
() => ({
|
||||
gamePhase: 'setup',
|
||||
activePlayers: [],
|
||||
playerMetadata: {},
|
||||
difficulty: gameConfig.difficulty,
|
||||
questionsPerRound: gameConfig.questionsPerRound,
|
||||
timePerQuestion: gameConfig.timePerQuestion,
|
||||
currentQuestionIndex: 0,
|
||||
questions: [],
|
||||
scores: {},
|
||||
correctAnswersCount: {},
|
||||
answers: [],
|
||||
questionStartTime: 0,
|
||||
questionAnswered: false,
|
||||
winnerId: null,
|
||||
}),
|
||||
[gameConfig]
|
||||
)
|
||||
|
||||
// Arcade session integration
|
||||
const { state, sendMove, exitSession, lastError, clearError } = useArcadeSession<MathSprintState>(
|
||||
{
|
||||
userId: viewerId || '',
|
||||
roomId: roomData?.id,
|
||||
initialState,
|
||||
applyMove: (state) => state, // Server handles all state updates
|
||||
}
|
||||
)
|
||||
|
||||
// Action: Start game
|
||||
const startGame = useCallback(() => {
|
||||
const playerMetadata = buildPlayerMetadata(activePlayers, {}, players, viewerId || undefined)
|
||||
|
||||
sendMove({
|
||||
type: 'START_GAME',
|
||||
playerId: TEAM_MOVE, // Free-for-all: no specific turn owner
|
||||
userId: viewerId || '',
|
||||
data: { activePlayers, playerMetadata },
|
||||
})
|
||||
}, [activePlayers, players, viewerId, sendMove])
|
||||
|
||||
// Action: Submit answer
|
||||
const submitAnswer = useCallback(
|
||||
(answer: number) => {
|
||||
// Find this user's player ID from game state
|
||||
const myPlayerId = state.activePlayers.find((pid) => {
|
||||
return state.playerMetadata[pid]?.userId === viewerId
|
||||
})
|
||||
|
||||
if (!myPlayerId) {
|
||||
console.error('[MathSprint] No player found for current user')
|
||||
return
|
||||
}
|
||||
|
||||
sendMove({
|
||||
type: 'SUBMIT_ANSWER',
|
||||
playerId: myPlayerId, // Specific player answering
|
||||
userId: viewerId || '',
|
||||
data: { answer },
|
||||
})
|
||||
},
|
||||
[state.activePlayers, state.playerMetadata, viewerId, sendMove]
|
||||
)
|
||||
|
||||
// Action: Next question
|
||||
const nextQuestion = useCallback(() => {
|
||||
sendMove({
|
||||
type: 'NEXT_QUESTION',
|
||||
playerId: TEAM_MOVE, // Any player can advance
|
||||
userId: viewerId || '',
|
||||
data: {},
|
||||
})
|
||||
}, [viewerId, sendMove])
|
||||
|
||||
// Action: Reset game
|
||||
const resetGame = useCallback(() => {
|
||||
sendMove({
|
||||
type: 'RESET_GAME',
|
||||
playerId: TEAM_MOVE,
|
||||
userId: viewerId || '',
|
||||
data: {},
|
||||
})
|
||||
}, [viewerId, sendMove])
|
||||
|
||||
// Action: Set config
|
||||
const setConfig = useCallback(
|
||||
(field: 'difficulty' | 'questionsPerRound' | 'timePerQuestion', value: any) => {
|
||||
sendMove({
|
||||
type: 'SET_CONFIG',
|
||||
playerId: TEAM_MOVE,
|
||||
userId: viewerId || '',
|
||||
data: { field, value },
|
||||
})
|
||||
|
||||
// Persist to database for next session
|
||||
if (roomData?.id) {
|
||||
updateGameConfig({
|
||||
roomId: roomData.id,
|
||||
gameConfig: {
|
||||
...roomData.gameConfig,
|
||||
'math-sprint': {
|
||||
...(roomData.gameConfig?.['math-sprint'] || {}),
|
||||
[field]: value,
|
||||
},
|
||||
},
|
||||
})
|
||||
}
|
||||
},
|
||||
[viewerId, sendMove, updateGameConfig, roomData]
|
||||
)
|
||||
|
||||
const contextValue: MathSprintContextValue = {
|
||||
state,
|
||||
lastError,
|
||||
startGame,
|
||||
submitAnswer,
|
||||
nextQuestion,
|
||||
resetGame,
|
||||
setConfig,
|
||||
clearError,
|
||||
exitSession,
|
||||
}
|
||||
|
||||
return <MathSprintContext.Provider value={contextValue}>{children}</MathSprintContext.Provider>
|
||||
}
|
||||
329
apps/web/src/arcade-games/math-sprint/Validator.ts
Normal file
329
apps/web/src/arcade-games/math-sprint/Validator.ts
Normal file
@@ -0,0 +1,329 @@
|
||||
/**
|
||||
* Math Sprint Validator
|
||||
*
|
||||
* Server-side validation for Math Sprint game.
|
||||
* Generates questions, validates answers, awards points.
|
||||
*/
|
||||
|
||||
import type { GameValidator, ValidationResult } from '@/lib/arcade/game-sdk'
|
||||
import type {
|
||||
Difficulty,
|
||||
MathSprintConfig,
|
||||
MathSprintMove,
|
||||
MathSprintState,
|
||||
Operation,
|
||||
Question,
|
||||
} from './types'
|
||||
|
||||
export class MathSprintValidator implements GameValidator<MathSprintState, MathSprintMove> {
|
||||
/**
|
||||
* Validate a game move
|
||||
*/
|
||||
validateMove(
|
||||
state: MathSprintState,
|
||||
move: MathSprintMove,
|
||||
context?: { userId?: string }
|
||||
): ValidationResult {
|
||||
switch (move.type) {
|
||||
case 'START_GAME':
|
||||
return this.validateStartGame(state, move.data.activePlayers, move.data.playerMetadata)
|
||||
|
||||
case 'SUBMIT_ANSWER':
|
||||
return this.validateSubmitAnswer(
|
||||
state,
|
||||
move.playerId,
|
||||
Number(move.data.answer),
|
||||
move.timestamp
|
||||
)
|
||||
|
||||
case 'NEXT_QUESTION':
|
||||
return this.validateNextQuestion(state)
|
||||
|
||||
case 'RESET_GAME':
|
||||
return this.validateResetGame(state)
|
||||
|
||||
case 'SET_CONFIG':
|
||||
return this.validateSetConfig(state, move.data.field, move.data.value)
|
||||
|
||||
default:
|
||||
return { valid: false, error: 'Unknown move type' }
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if game is complete
|
||||
*/
|
||||
isGameComplete(state: MathSprintState): boolean {
|
||||
return state.gamePhase === 'results'
|
||||
}
|
||||
|
||||
/**
|
||||
* Get initial state for new game
|
||||
*/
|
||||
getInitialState(config: unknown): MathSprintState {
|
||||
const { difficulty, questionsPerRound, timePerQuestion } = config as MathSprintConfig
|
||||
|
||||
return {
|
||||
gamePhase: 'setup',
|
||||
activePlayers: [],
|
||||
playerMetadata: {},
|
||||
difficulty: difficulty || 'medium',
|
||||
questionsPerRound: questionsPerRound || 10,
|
||||
timePerQuestion: timePerQuestion || 30,
|
||||
currentQuestionIndex: 0,
|
||||
questions: [],
|
||||
scores: {},
|
||||
correctAnswersCount: {},
|
||||
answers: [],
|
||||
questionStartTime: 0,
|
||||
questionAnswered: false,
|
||||
winnerId: null,
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Validation Methods
|
||||
// ============================================================================
|
||||
|
||||
private validateStartGame(
|
||||
state: MathSprintState,
|
||||
activePlayers: string[],
|
||||
playerMetadata: Record<string, any>
|
||||
): ValidationResult {
|
||||
if (state.gamePhase !== 'setup') {
|
||||
return { valid: false, error: 'Game already started' }
|
||||
}
|
||||
|
||||
if (activePlayers.length < 2) {
|
||||
return { valid: false, error: 'Need at least 2 players' }
|
||||
}
|
||||
|
||||
// Generate questions
|
||||
const questions = this.generateQuestions(state.difficulty, state.questionsPerRound)
|
||||
|
||||
const newState: MathSprintState = {
|
||||
...state,
|
||||
gamePhase: 'playing',
|
||||
activePlayers,
|
||||
playerMetadata,
|
||||
questions,
|
||||
currentQuestionIndex: 0,
|
||||
scores: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
|
||||
correctAnswersCount: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
|
||||
answers: [],
|
||||
questionStartTime: Date.now(),
|
||||
questionAnswered: false,
|
||||
winnerId: null,
|
||||
}
|
||||
|
||||
return { valid: true, newState }
|
||||
}
|
||||
|
||||
private validateSubmitAnswer(
|
||||
state: MathSprintState,
|
||||
playerId: string,
|
||||
answer: number,
|
||||
timestamp: number
|
||||
): ValidationResult {
|
||||
if (state.gamePhase !== 'playing') {
|
||||
return { valid: false, error: 'Game not in progress' }
|
||||
}
|
||||
|
||||
if (!state.activePlayers.includes(playerId)) {
|
||||
return { valid: false, error: 'Player not in game' }
|
||||
}
|
||||
|
||||
if (state.questionAnswered) {
|
||||
return { valid: false, error: 'Question already answered correctly' }
|
||||
}
|
||||
|
||||
// Check if player already answered this question
|
||||
const alreadyAnswered = state.answers.some((a) => a.playerId === playerId)
|
||||
if (alreadyAnswered) {
|
||||
return { valid: false, error: 'You already answered this question' }
|
||||
}
|
||||
|
||||
const currentQuestion = state.questions[state.currentQuestionIndex]
|
||||
const correct = answer === currentQuestion.correctAnswer
|
||||
|
||||
const answerRecord = {
|
||||
playerId,
|
||||
answer,
|
||||
timestamp,
|
||||
correct,
|
||||
}
|
||||
|
||||
const newAnswers = [...state.answers, answerRecord]
|
||||
let newState = { ...state, answers: newAnswers }
|
||||
|
||||
// If correct, award points and mark question as answered
|
||||
if (correct) {
|
||||
newState = {
|
||||
...newState,
|
||||
questionAnswered: true,
|
||||
winnerId: playerId,
|
||||
scores: {
|
||||
...state.scores,
|
||||
[playerId]: state.scores[playerId] + 10,
|
||||
},
|
||||
correctAnswersCount: {
|
||||
...state.correctAnswersCount,
|
||||
[playerId]: state.correctAnswersCount[playerId] + 1,
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
return { valid: true, newState }
|
||||
}
|
||||
|
||||
private validateNextQuestion(state: MathSprintState): ValidationResult {
|
||||
if (state.gamePhase !== 'playing') {
|
||||
return { valid: false, error: 'Game not in progress' }
|
||||
}
|
||||
|
||||
if (!state.questionAnswered) {
|
||||
return { valid: false, error: 'Current question not answered yet' }
|
||||
}
|
||||
|
||||
const isLastQuestion = state.currentQuestionIndex >= state.questions.length - 1
|
||||
|
||||
if (isLastQuestion) {
|
||||
// Game complete, go to results
|
||||
const newState: MathSprintState = {
|
||||
...state,
|
||||
gamePhase: 'results',
|
||||
}
|
||||
return { valid: true, newState }
|
||||
}
|
||||
|
||||
// Move to next question
|
||||
const newState: MathSprintState = {
|
||||
...state,
|
||||
currentQuestionIndex: state.currentQuestionIndex + 1,
|
||||
answers: [],
|
||||
questionStartTime: Date.now(),
|
||||
questionAnswered: false,
|
||||
winnerId: null,
|
||||
}
|
||||
|
||||
return { valid: true, newState }
|
||||
}
|
||||
|
||||
private validateResetGame(state: MathSprintState): ValidationResult {
|
||||
const newState = this.getInitialState({
|
||||
difficulty: state.difficulty,
|
||||
questionsPerRound: state.questionsPerRound,
|
||||
timePerQuestion: state.timePerQuestion,
|
||||
})
|
||||
|
||||
return { valid: true, newState }
|
||||
}
|
||||
|
||||
private validateSetConfig(state: MathSprintState, field: string, value: any): ValidationResult {
|
||||
if (state.gamePhase !== 'setup') {
|
||||
return { valid: false, error: 'Cannot change config during game' }
|
||||
}
|
||||
|
||||
const newState = {
|
||||
...state,
|
||||
[field]: value,
|
||||
}
|
||||
|
||||
return { valid: true, newState }
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Question Generation
|
||||
// ============================================================================
|
||||
|
||||
private generateQuestions(difficulty: Difficulty, count: number): Question[] {
|
||||
const questions: Question[] = []
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const operation = this.randomOperation()
|
||||
const question = this.generateQuestion(difficulty, operation, `q-${i}`)
|
||||
questions.push(question)
|
||||
}
|
||||
|
||||
return questions
|
||||
}
|
||||
|
||||
private generateQuestion(difficulty: Difficulty, operation: Operation, id: string): Question {
|
||||
let operand1: number
|
||||
let operand2: number
|
||||
let correctAnswer: number
|
||||
|
||||
switch (difficulty) {
|
||||
case 'easy':
|
||||
operand1 = this.randomInt(1, 10)
|
||||
operand2 = this.randomInt(1, 10)
|
||||
break
|
||||
case 'medium':
|
||||
operand1 = this.randomInt(10, 50)
|
||||
operand2 = this.randomInt(1, 20)
|
||||
break
|
||||
case 'hard':
|
||||
operand1 = this.randomInt(10, 100)
|
||||
operand2 = this.randomInt(10, 50)
|
||||
break
|
||||
}
|
||||
|
||||
switch (operation) {
|
||||
case 'addition':
|
||||
correctAnswer = operand1 + operand2
|
||||
break
|
||||
case 'subtraction':
|
||||
// Ensure positive result
|
||||
if (operand1 < operand2) {
|
||||
;[operand1, operand2] = [operand2, operand1]
|
||||
}
|
||||
correctAnswer = operand1 - operand2
|
||||
break
|
||||
case 'multiplication':
|
||||
// Smaller numbers for multiplication
|
||||
if (difficulty === 'hard') {
|
||||
operand1 = this.randomInt(2, 20)
|
||||
operand2 = this.randomInt(2, 12)
|
||||
} else {
|
||||
operand1 = this.randomInt(2, 10)
|
||||
operand2 = this.randomInt(2, 10)
|
||||
}
|
||||
correctAnswer = operand1 * operand2
|
||||
break
|
||||
}
|
||||
|
||||
const operationSymbol = this.getOperationSymbol(operation)
|
||||
const displayText = `${operand1} ${operationSymbol} ${operand2} = ?`
|
||||
|
||||
return {
|
||||
id,
|
||||
operand1,
|
||||
operand2,
|
||||
operation,
|
||||
correctAnswer,
|
||||
displayText,
|
||||
}
|
||||
}
|
||||
|
||||
private randomOperation(): Operation {
|
||||
const operations: Operation[] = ['addition', 'subtraction', 'multiplication']
|
||||
return operations[Math.floor(Math.random() * operations.length)]
|
||||
}
|
||||
|
||||
private randomInt(min: number, max: number): number {
|
||||
return Math.floor(Math.random() * (max - min + 1)) + min
|
||||
}
|
||||
|
||||
private getOperationSymbol(operation: Operation): string {
|
||||
switch (operation) {
|
||||
case 'addition':
|
||||
return '+'
|
||||
case 'subtraction':
|
||||
return '−'
|
||||
case 'multiplication':
|
||||
return '×'
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export const mathSprintValidator = new MathSprintValidator()
|
||||
@@ -0,0 +1,40 @@
|
||||
/**
|
||||
* Math Sprint - Game Component
|
||||
*
|
||||
* Main wrapper component with navigation and phase routing.
|
||||
*/
|
||||
|
||||
'use client'
|
||||
|
||||
import { useRouter } from 'next/navigation'
|
||||
import { PageWithNav } from '@/components/PageWithNav'
|
||||
import { useMathSprint } from '../Provider'
|
||||
import { PlayingPhase } from './PlayingPhase'
|
||||
import { ResultsPhase } from './ResultsPhase'
|
||||
import { SetupPhase } from './SetupPhase'
|
||||
|
||||
export function GameComponent() {
|
||||
const router = useRouter()
|
||||
const { state, exitSession, resetGame } = useMathSprint()
|
||||
|
||||
return (
|
||||
<PageWithNav
|
||||
navTitle="Math Sprint"
|
||||
navEmoji="🧮"
|
||||
emphasizePlayerSelection={state.gamePhase === 'setup'}
|
||||
// No currentPlayerId - free-for-all game, everyone can act simultaneously
|
||||
playerScores={state.scores}
|
||||
onExitSession={() => {
|
||||
exitSession?.()
|
||||
router.push('/arcade')
|
||||
}}
|
||||
onNewGame={() => {
|
||||
resetGame()
|
||||
}}
|
||||
>
|
||||
{state.gamePhase === 'setup' && <SetupPhase />}
|
||||
{state.gamePhase === 'playing' && <PlayingPhase />}
|
||||
{state.gamePhase === 'results' && <ResultsPhase />}
|
||||
</PageWithNav>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,350 @@
|
||||
/**
|
||||
* Math Sprint - Playing Phase
|
||||
*
|
||||
* Main gameplay: show question, accept answers, show feedback.
|
||||
*/
|
||||
|
||||
'use client'
|
||||
|
||||
import { useEffect, useState } from 'react'
|
||||
import { useViewerId } from '@/lib/arcade/game-sdk'
|
||||
import { css } from '../../../../styled-system/css'
|
||||
import { useMathSprint } from '../Provider'
|
||||
|
||||
export function PlayingPhase() {
|
||||
const { state, submitAnswer, nextQuestion, lastError, clearError } = useMathSprint()
|
||||
const { data: viewerId } = useViewerId()
|
||||
const [inputValue, setInputValue] = useState('')
|
||||
|
||||
const currentQuestion = state.questions[state.currentQuestionIndex]
|
||||
const progress = `${state.currentQuestionIndex + 1} / ${state.questions.length}`
|
||||
|
||||
// Find if current user answered
|
||||
const myPlayerId = Object.keys(state.playerMetadata).find(
|
||||
(pid) => state.playerMetadata[pid]?.userId === viewerId
|
||||
)
|
||||
const myAnswer = state.answers.find((a) => a.playerId === myPlayerId)
|
||||
|
||||
// Auto-clear error after 3 seconds
|
||||
useEffect(() => {
|
||||
if (lastError) {
|
||||
const timeout = setTimeout(() => clearError(), 3000)
|
||||
return () => clearTimeout(timeout)
|
||||
}
|
||||
}, [lastError, clearError])
|
||||
|
||||
// Clear input after question changes
|
||||
useEffect(() => {
|
||||
setInputValue('')
|
||||
}, [state.currentQuestionIndex])
|
||||
|
||||
const handleSubmit = () => {
|
||||
const answer = Number.parseInt(inputValue, 10)
|
||||
if (Number.isNaN(answer)) return
|
||||
|
||||
submitAnswer(answer)
|
||||
}
|
||||
|
||||
const handleKeyDown = (e: React.KeyboardEvent) => {
|
||||
if (e.key === 'Enter') {
|
||||
handleSubmit()
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<div
|
||||
className={css({
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '24px',
|
||||
maxWidth: '700px',
|
||||
margin: '0 auto',
|
||||
padding: '32px 20px',
|
||||
})}
|
||||
>
|
||||
{/* Progress Bar */}
|
||||
<div
|
||||
className={css({
|
||||
background: 'white',
|
||||
border: '1px solid',
|
||||
borderColor: 'gray.200',
|
||||
borderRadius: '12px',
|
||||
padding: '16px',
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
display: 'flex',
|
||||
justifyContent: 'space-between',
|
||||
alignItems: 'center',
|
||||
marginBottom: '8px',
|
||||
})}
|
||||
>
|
||||
<span className={css({ fontSize: 'sm', fontWeight: 'semibold' })}>
|
||||
Question {progress}
|
||||
</span>
|
||||
<span className={css({ fontSize: 'sm', color: 'gray.600' })}>
|
||||
{state.difficulty.charAt(0).toUpperCase() + state.difficulty.slice(1)}
|
||||
</span>
|
||||
</div>
|
||||
<div
|
||||
className={css({
|
||||
background: 'gray.200',
|
||||
height: '8px',
|
||||
borderRadius: '4px',
|
||||
overflow: 'hidden',
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
background: 'linear-gradient(90deg, #a78bfa, #8b5cf6)',
|
||||
height: '100%',
|
||||
borderRadius: '4px',
|
||||
transition: 'width 0.3s',
|
||||
})}
|
||||
style={{
|
||||
width: `${((state.currentQuestionIndex + 1) / state.questions.length) * 100}%`,
|
||||
}}
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Error Banner */}
|
||||
{lastError && (
|
||||
<div
|
||||
className={css({
|
||||
background: 'linear-gradient(135deg, #fef2f2, #fee2e2)',
|
||||
border: '2px solid',
|
||||
borderColor: 'red.300',
|
||||
borderRadius: '12px',
|
||||
padding: '12px 16px',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'space-between',
|
||||
})}
|
||||
>
|
||||
<div className={css({ display: 'flex', alignItems: 'center', gap: '8px' })}>
|
||||
<span>⚠️</span>
|
||||
<span className={css({ fontSize: 'sm', color: 'red.700' })}>{lastError}</span>
|
||||
</div>
|
||||
<button
|
||||
type="button"
|
||||
onClick={clearError}
|
||||
className={css({
|
||||
fontSize: 'xs',
|
||||
padding: '4px 8px',
|
||||
background: 'red.100',
|
||||
border: 'none',
|
||||
borderRadius: '4px',
|
||||
cursor: 'pointer',
|
||||
_hover: { background: 'red.200' },
|
||||
})}
|
||||
>
|
||||
Dismiss
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Question Display */}
|
||||
<div
|
||||
className={css({
|
||||
background: 'linear-gradient(135deg, #ede9fe, #ddd6fe)',
|
||||
border: '2px solid',
|
||||
borderColor: 'purple.300',
|
||||
borderRadius: '16px',
|
||||
padding: '48px',
|
||||
textAlign: 'center',
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
fontSize: '4xl',
|
||||
fontWeight: 'bold',
|
||||
color: 'purple.700',
|
||||
fontFamily: 'monospace',
|
||||
})}
|
||||
>
|
||||
{currentQuestion.displayText}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Answer Input */}
|
||||
{!state.questionAnswered && (
|
||||
<div
|
||||
className={css({
|
||||
background: 'white',
|
||||
border: '2px solid',
|
||||
borderColor: myAnswer ? 'gray.300' : 'purple.500',
|
||||
borderRadius: '12px',
|
||||
padding: '24px',
|
||||
})}
|
||||
>
|
||||
{myAnswer ? (
|
||||
<div className={css({ textAlign: 'center' })}>
|
||||
<div
|
||||
className={css({
|
||||
fontSize: 'lg',
|
||||
color: 'gray.600',
|
||||
marginBottom: '8px',
|
||||
})}
|
||||
>
|
||||
Your answer: <strong>{myAnswer.answer}</strong>
|
||||
</div>
|
||||
<div className={css({ fontSize: 'sm', color: 'gray.500' })}>
|
||||
Waiting for others or correct answer...
|
||||
</div>
|
||||
</div>
|
||||
) : (
|
||||
<div>
|
||||
<label
|
||||
className={css({
|
||||
display: 'block',
|
||||
fontSize: 'sm',
|
||||
fontWeight: 'semibold',
|
||||
marginBottom: '8px',
|
||||
})}
|
||||
>
|
||||
Your Answer
|
||||
</label>
|
||||
<div className={css({ display: 'flex', gap: '12px' })}>
|
||||
<input
|
||||
type="number"
|
||||
value={inputValue}
|
||||
onChange={(e) => setInputValue(e.target.value)}
|
||||
onKeyDown={handleKeyDown}
|
||||
placeholder="Type your answer..."
|
||||
className={css({
|
||||
flex: 1,
|
||||
padding: '12px 16px',
|
||||
fontSize: 'lg',
|
||||
border: '2px solid',
|
||||
borderColor: 'gray.300',
|
||||
borderRadius: '8px',
|
||||
_focus: {
|
||||
outline: 'none',
|
||||
borderColor: 'purple.500',
|
||||
},
|
||||
})}
|
||||
/>
|
||||
<button
|
||||
type="button"
|
||||
onClick={handleSubmit}
|
||||
disabled={!inputValue}
|
||||
className={css({
|
||||
padding: '12px 24px',
|
||||
fontSize: 'md',
|
||||
fontWeight: 'semibold',
|
||||
color: 'white',
|
||||
background: inputValue ? 'purple.600' : 'gray.400',
|
||||
border: 'none',
|
||||
borderRadius: '8px',
|
||||
cursor: inputValue ? 'pointer' : 'not-allowed',
|
||||
_hover: {
|
||||
background: inputValue ? 'purple.700' : 'gray.400',
|
||||
},
|
||||
})}
|
||||
>
|
||||
Submit
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Winner Display */}
|
||||
{state.questionAnswered && state.winnerId && (
|
||||
<div
|
||||
className={css({
|
||||
background: 'linear-gradient(135deg, #d1fae5, #a7f3d0)',
|
||||
border: '2px solid',
|
||||
borderColor: 'green.400',
|
||||
borderRadius: '12px',
|
||||
padding: '24px',
|
||||
textAlign: 'center',
|
||||
})}
|
||||
>
|
||||
<div className={css({ fontSize: '3xl', marginBottom: '8px' })}>🎉</div>
|
||||
<div className={css({ fontSize: 'lg', fontWeight: 'bold', color: 'green.700' })}>
|
||||
{state.playerMetadata[state.winnerId]?.name || 'Someone'} got it right!
|
||||
</div>
|
||||
<div className={css({ fontSize: 'md', color: 'green.600', marginTop: '4px' })}>
|
||||
Answer: {currentQuestion.correctAnswer}
|
||||
</div>
|
||||
|
||||
<button
|
||||
type="button"
|
||||
onClick={nextQuestion}
|
||||
className={css({
|
||||
marginTop: '16px',
|
||||
padding: '12px 32px',
|
||||
fontSize: 'md',
|
||||
fontWeight: 'semibold',
|
||||
color: 'white',
|
||||
background: 'green.600',
|
||||
border: 'none',
|
||||
borderRadius: '8px',
|
||||
cursor: 'pointer',
|
||||
_hover: { background: 'green.700' },
|
||||
})}
|
||||
>
|
||||
Next Question →
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Scoreboard */}
|
||||
<div
|
||||
className={css({
|
||||
background: 'white',
|
||||
border: '1px solid',
|
||||
borderColor: 'gray.200',
|
||||
borderRadius: '12px',
|
||||
padding: '16px',
|
||||
})}
|
||||
>
|
||||
<h3
|
||||
className={css({
|
||||
fontSize: 'sm',
|
||||
fontWeight: 'semibold',
|
||||
marginBottom: '12px',
|
||||
})}
|
||||
>
|
||||
Scores
|
||||
</h3>
|
||||
<div className={css({ display: 'flex', flexDirection: 'column', gap: '8px' })}>
|
||||
{Object.entries(state.scores)
|
||||
.sort(([, a], [, b]) => b - a)
|
||||
.map(([playerId, score]) => {
|
||||
const player = state.playerMetadata[playerId]
|
||||
return (
|
||||
<div
|
||||
key={playerId}
|
||||
className={css({
|
||||
display: 'flex',
|
||||
justifyContent: 'space-between',
|
||||
alignItems: 'center',
|
||||
padding: '8px 12px',
|
||||
background: 'gray.50',
|
||||
borderRadius: '8px',
|
||||
})}
|
||||
>
|
||||
<div className={css({ display: 'flex', alignItems: 'center', gap: '8px' })}>
|
||||
<span className={css({ fontSize: 'xl' })}>{player?.emoji}</span>
|
||||
<span className={css({ fontSize: 'sm', fontWeight: 'medium' })}>
|
||||
{player?.name}
|
||||
</span>
|
||||
</div>
|
||||
<span
|
||||
className={css({ fontSize: 'sm', fontWeight: 'bold', color: 'purple.600' })}
|
||||
>
|
||||
{score} pts
|
||||
</span>
|
||||
</div>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,194 @@
|
||||
/**
|
||||
* Math Sprint - Results Phase
|
||||
*
|
||||
* Show final scores and winner.
|
||||
*/
|
||||
|
||||
'use client'
|
||||
|
||||
import { css } from '../../../../styled-system/css'
|
||||
import { useMathSprint } from '../Provider'
|
||||
|
||||
export function ResultsPhase() {
|
||||
const { state, resetGame } = useMathSprint()
|
||||
|
||||
// Sort players by score
|
||||
const sortedPlayers = Object.entries(state.scores)
|
||||
.map(([playerId, score]) => ({
|
||||
playerId,
|
||||
score,
|
||||
correct: state.correctAnswersCount[playerId] || 0,
|
||||
player: state.playerMetadata[playerId],
|
||||
}))
|
||||
.sort((a, b) => b.score - a.score)
|
||||
|
||||
const winner = sortedPlayers[0]
|
||||
|
||||
return (
|
||||
<div
|
||||
className={css({
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '24px',
|
||||
maxWidth: '600px',
|
||||
margin: '0 auto',
|
||||
padding: '32px 20px',
|
||||
})}
|
||||
>
|
||||
{/* Winner Announcement */}
|
||||
<div
|
||||
className={css({
|
||||
background: 'linear-gradient(135deg, #fef3c7, #fde68a)',
|
||||
border: '2px solid',
|
||||
borderColor: 'yellow.400',
|
||||
borderRadius: '16px',
|
||||
padding: '32px',
|
||||
textAlign: 'center',
|
||||
})}
|
||||
>
|
||||
<div className={css({ fontSize: '4xl', marginBottom: '12px' })}>🏆</div>
|
||||
<h2
|
||||
className={css({
|
||||
fontSize: '2xl',
|
||||
fontWeight: 'bold',
|
||||
color: 'yellow.800',
|
||||
marginBottom: '8px',
|
||||
})}
|
||||
>
|
||||
{winner.player?.name} Wins!
|
||||
</h2>
|
||||
<div className={css({ fontSize: 'lg', color: 'yellow.700' })}>
|
||||
{winner.score} points • {winner.correct} correct
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Final Scores */}
|
||||
<div
|
||||
className={css({
|
||||
background: 'white',
|
||||
border: '1px solid',
|
||||
borderColor: 'gray.200',
|
||||
borderRadius: '12px',
|
||||
padding: '24px',
|
||||
})}
|
||||
>
|
||||
<h3
|
||||
className={css({
|
||||
fontSize: 'lg',
|
||||
fontWeight: 'semibold',
|
||||
marginBottom: '16px',
|
||||
})}
|
||||
>
|
||||
Final Scores
|
||||
</h3>
|
||||
<div className={css({ display: 'flex', flexDirection: 'column', gap: '12px' })}>
|
||||
{sortedPlayers.map((item, index) => (
|
||||
<div
|
||||
key={item.playerId}
|
||||
className={css({
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
gap: '12px',
|
||||
padding: '16px',
|
||||
background: index === 0 ? 'linear-gradient(135deg, #fef3c7, #fde68a)' : 'gray.50',
|
||||
border: '1px solid',
|
||||
borderColor: index === 0 ? 'yellow.300' : 'gray.200',
|
||||
borderRadius: '12px',
|
||||
})}
|
||||
>
|
||||
{/* Rank */}
|
||||
<div
|
||||
className={css({
|
||||
width: '32px',
|
||||
height: '32px',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
background: index === 0 ? 'yellow.500' : 'gray.300',
|
||||
color: index === 0 ? 'white' : 'gray.700',
|
||||
borderRadius: '50%',
|
||||
fontWeight: 'bold',
|
||||
fontSize: 'sm',
|
||||
})}
|
||||
>
|
||||
{index + 1}
|
||||
</div>
|
||||
|
||||
{/* Player Info */}
|
||||
<div className={css({ flex: 1 })}>
|
||||
<div className={css({ display: 'flex', alignItems: 'center', gap: '8px' })}>
|
||||
<span className={css({ fontSize: 'xl' })}>{item.player?.emoji}</span>
|
||||
<span className={css({ fontSize: 'md', fontWeight: 'semibold' })}>
|
||||
{item.player?.name}
|
||||
</span>
|
||||
</div>
|
||||
<div className={css({ fontSize: 'xs', color: 'gray.600', marginTop: '2px' })}>
|
||||
{item.correct} / {state.questions.length} correct
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Score */}
|
||||
<div
|
||||
className={css({
|
||||
fontSize: 'xl',
|
||||
fontWeight: 'bold',
|
||||
color: index === 0 ? 'yellow.700' : 'purple.600',
|
||||
})}
|
||||
>
|
||||
{item.score}
|
||||
</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Stats */}
|
||||
<div
|
||||
className={css({
|
||||
background: 'linear-gradient(135deg, #ede9fe, #ddd6fe)',
|
||||
border: '1px solid',
|
||||
borderColor: 'purple.300',
|
||||
borderRadius: '12px',
|
||||
padding: '20px',
|
||||
})}
|
||||
>
|
||||
<div className={css({ display: 'grid', gridTemplateColumns: '1fr 1fr', gap: '16px' })}>
|
||||
<div className={css({ textAlign: 'center' })}>
|
||||
<div className={css({ fontSize: '2xl', fontWeight: 'bold', color: 'purple.700' })}>
|
||||
{state.questions.length}
|
||||
</div>
|
||||
<div className={css({ fontSize: 'sm', color: 'purple.600' })}>Questions</div>
|
||||
</div>
|
||||
<div className={css({ textAlign: 'center' })}>
|
||||
<div className={css({ fontSize: '2xl', fontWeight: 'bold', color: 'purple.700' })}>
|
||||
{state.difficulty.charAt(0).toUpperCase() + state.difficulty.slice(1)}
|
||||
</div>
|
||||
<div className={css({ fontSize: 'sm', color: 'purple.600' })}>Difficulty</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Play Again Button */}
|
||||
<button
|
||||
type="button"
|
||||
onClick={resetGame}
|
||||
className={css({
|
||||
padding: '14px 28px',
|
||||
fontSize: 'lg',
|
||||
fontWeight: 'semibold',
|
||||
color: 'white',
|
||||
background: 'purple.600',
|
||||
border: 'none',
|
||||
borderRadius: '12px',
|
||||
cursor: 'pointer',
|
||||
transition: 'background 0.2s',
|
||||
_hover: {
|
||||
background: 'purple.700',
|
||||
},
|
||||
})}
|
||||
>
|
||||
Play Again
|
||||
</button>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
198
apps/web/src/arcade-games/math-sprint/components/SetupPhase.tsx
Normal file
198
apps/web/src/arcade-games/math-sprint/components/SetupPhase.tsx
Normal file
@@ -0,0 +1,198 @@
|
||||
/**
|
||||
* Math Sprint - Setup Phase
|
||||
*
|
||||
* Configure game settings before starting.
|
||||
*/
|
||||
|
||||
'use client'
|
||||
|
||||
import { css } from '../../../../styled-system/css'
|
||||
import { useMathSprint } from '../Provider'
|
||||
import type { Difficulty } from '../types'
|
||||
|
||||
export function SetupPhase() {
|
||||
const { state, startGame, setConfig } = useMathSprint()
|
||||
|
||||
const handleDifficultyChange = (difficulty: Difficulty) => {
|
||||
setConfig('difficulty', difficulty)
|
||||
}
|
||||
|
||||
const handleQuestionsChange = (questions: number) => {
|
||||
setConfig('questionsPerRound', questions)
|
||||
}
|
||||
|
||||
return (
|
||||
<div
|
||||
className={css({
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '24px',
|
||||
maxWidth: '600px',
|
||||
margin: '0 auto',
|
||||
padding: '32px 20px',
|
||||
})}
|
||||
>
|
||||
{/* Game Title */}
|
||||
<div className={css({ textAlign: 'center' })}>
|
||||
<h1
|
||||
className={css({
|
||||
fontSize: '2xl',
|
||||
fontWeight: 'bold',
|
||||
color: 'purple.700',
|
||||
marginBottom: '8px',
|
||||
})}
|
||||
>
|
||||
🧮 Math Sprint
|
||||
</h1>
|
||||
<p className={css({ color: 'gray.600' })}>
|
||||
Race to solve math problems! First correct answer wins points.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
{/* Settings Card */}
|
||||
<div
|
||||
className={css({
|
||||
background: 'white',
|
||||
border: '1px solid',
|
||||
borderColor: 'gray.200',
|
||||
borderRadius: '12px',
|
||||
padding: '24px',
|
||||
})}
|
||||
>
|
||||
<h2
|
||||
className={css({
|
||||
fontSize: 'lg',
|
||||
fontWeight: 'semibold',
|
||||
marginBottom: '16px',
|
||||
})}
|
||||
>
|
||||
Game Settings
|
||||
</h2>
|
||||
|
||||
{/* Difficulty */}
|
||||
<div className={css({ marginBottom: '20px' })}>
|
||||
<label
|
||||
className={css({
|
||||
display: 'block',
|
||||
fontSize: 'sm',
|
||||
fontWeight: 'medium',
|
||||
marginBottom: '8px',
|
||||
})}
|
||||
>
|
||||
Difficulty
|
||||
</label>
|
||||
<div className={css({ display: 'flex', gap: '8px' })}>
|
||||
{(['easy', 'medium', 'hard'] as Difficulty[]).map((diff) => (
|
||||
<button
|
||||
key={diff}
|
||||
type="button"
|
||||
onClick={() => handleDifficultyChange(diff)}
|
||||
className={css({
|
||||
flex: 1,
|
||||
padding: '10px 16px',
|
||||
borderRadius: '8px',
|
||||
border: '2px solid',
|
||||
borderColor: state.difficulty === diff ? 'purple.500' : 'gray.300',
|
||||
background: state.difficulty === diff ? 'purple.50' : 'white',
|
||||
color: state.difficulty === diff ? 'purple.700' : 'gray.700',
|
||||
fontWeight: state.difficulty === diff ? 'semibold' : 'normal',
|
||||
cursor: 'pointer',
|
||||
transition: 'all 0.2s',
|
||||
_hover: {
|
||||
borderColor: 'purple.400',
|
||||
},
|
||||
})}
|
||||
>
|
||||
{diff.charAt(0).toUpperCase() + diff.slice(1)}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
<p className={css({ fontSize: 'xs', color: 'gray.500', marginTop: '4px' })}>
|
||||
{state.difficulty === 'easy' && 'Numbers 1-10, simple operations'}
|
||||
{state.difficulty === 'medium' && 'Numbers 1-50, varied operations'}
|
||||
{state.difficulty === 'hard' && 'Numbers 1-100, harder calculations'}
|
||||
</p>
|
||||
</div>
|
||||
|
||||
{/* Questions Per Round */}
|
||||
<div>
|
||||
<label
|
||||
className={css({
|
||||
display: 'block',
|
||||
fontSize: 'sm',
|
||||
fontWeight: 'medium',
|
||||
marginBottom: '8px',
|
||||
})}
|
||||
>
|
||||
Questions: {state.questionsPerRound}
|
||||
</label>
|
||||
<input
|
||||
type="range"
|
||||
min="5"
|
||||
max="20"
|
||||
step="5"
|
||||
value={state.questionsPerRound}
|
||||
onChange={(e) => handleQuestionsChange(Number(e.target.value))}
|
||||
className={css({
|
||||
width: '100%',
|
||||
})}
|
||||
/>
|
||||
<div
|
||||
className={css({ display: 'flex', justifyContent: 'space-between', fontSize: 'xs' })}
|
||||
>
|
||||
<span>5</span>
|
||||
<span>10</span>
|
||||
<span>15</span>
|
||||
<span>20</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Instructions */}
|
||||
<div
|
||||
className={css({
|
||||
background: 'linear-gradient(135deg, #fef3c7, #fde68a)',
|
||||
border: '1px solid',
|
||||
borderColor: 'yellow.300',
|
||||
borderRadius: '12px',
|
||||
padding: '16px',
|
||||
})}
|
||||
>
|
||||
<h3 className={css({ fontSize: 'sm', fontWeight: 'semibold', marginBottom: '8px' })}>
|
||||
How to Play
|
||||
</h3>
|
||||
<ul className={css({ fontSize: 'sm', color: 'gray.700', paddingLeft: '20px' })}>
|
||||
<li>Solve math problems as fast as you can</li>
|
||||
<li>First correct answer earns 10 points</li>
|
||||
<li>Everyone can answer at the same time</li>
|
||||
<li>Most points wins!</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
{/* Start Button */}
|
||||
<button
|
||||
type="button"
|
||||
onClick={startGame}
|
||||
disabled={state.activePlayers.length < 2}
|
||||
className={css({
|
||||
padding: '14px 28px',
|
||||
fontSize: 'lg',
|
||||
fontWeight: 'semibold',
|
||||
color: 'white',
|
||||
background: state.activePlayers.length < 2 ? 'gray.400' : 'purple.600',
|
||||
borderRadius: '12px',
|
||||
border: 'none',
|
||||
cursor: state.activePlayers.length < 2 ? 'not-allowed' : 'pointer',
|
||||
transition: 'all 0.2s',
|
||||
_hover: {
|
||||
background: state.activePlayers.length < 2 ? 'gray.400' : 'purple.700',
|
||||
},
|
||||
})}
|
||||
>
|
||||
{state.activePlayers.length < 2
|
||||
? `Need ${2 - state.activePlayers.length} more player(s)`
|
||||
: 'Start Game'}
|
||||
</button>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
16
apps/web/src/arcade-games/math-sprint/game.yaml
Normal file
16
apps/web/src/arcade-games/math-sprint/game.yaml
Normal file
@@ -0,0 +1,16 @@
|
||||
name: math-sprint
|
||||
displayName: Math Sprint
|
||||
icon: 🧮
|
||||
description: Fast-paced math racing game
|
||||
longDescription: Race against other players to solve math problems! Answer questions quickly to earn points. First person to answer correctly wins the round. Features multiple difficulty levels and customizable question counts.
|
||||
maxPlayers: 6
|
||||
difficulty: Beginner
|
||||
chips:
|
||||
- 👥 Multiplayer
|
||||
- ⚡ Free-for-All
|
||||
- 🧮 Math Skills
|
||||
- 🏃 Speed
|
||||
color: purple
|
||||
gradient: linear-gradient(135deg, #ddd6fe, #c4b5fd)
|
||||
borderColor: purple.200
|
||||
available: true
|
||||
61
apps/web/src/arcade-games/math-sprint/index.ts
Normal file
61
apps/web/src/arcade-games/math-sprint/index.ts
Normal file
@@ -0,0 +1,61 @@
|
||||
/**
|
||||
* Math Sprint Game Definition
|
||||
*
|
||||
* A free-for-all math game demonstrating the TEAM_MOVE pattern.
|
||||
* Players race to solve math problems - first correct answer wins points.
|
||||
*/
|
||||
|
||||
import { defineGame } from '@/lib/arcade/game-sdk'
|
||||
import type { GameManifest } from '@/lib/arcade/game-sdk'
|
||||
import { GameComponent } from './components/GameComponent'
|
||||
import { MathSprintProvider } from './Provider'
|
||||
import type { MathSprintConfig, MathSprintMove, MathSprintState } from './types'
|
||||
import { mathSprintValidator } from './Validator'
|
||||
|
||||
const manifest: GameManifest = {
|
||||
name: 'math-sprint',
|
||||
displayName: 'Math Sprint',
|
||||
icon: '🧮',
|
||||
description: 'Race to solve math problems!',
|
||||
longDescription:
|
||||
'A fast-paced free-for-all game where players compete to solve math problems. First correct answer earns points. Choose your difficulty and test your mental math skills!',
|
||||
maxPlayers: 8,
|
||||
difficulty: 'Beginner',
|
||||
chips: ['👥 Multiplayer', '⚡ Fast-Paced', '🧠 Mental Math'],
|
||||
color: 'purple',
|
||||
gradient: 'linear-gradient(135deg, #ddd6fe, #c4b5fd)',
|
||||
borderColor: 'purple.200',
|
||||
available: true,
|
||||
}
|
||||
|
||||
const defaultConfig: MathSprintConfig = {
|
||||
difficulty: 'medium',
|
||||
questionsPerRound: 10,
|
||||
timePerQuestion: 30,
|
||||
}
|
||||
|
||||
// Config validation function
|
||||
function validateMathSprintConfig(config: unknown): config is MathSprintConfig {
|
||||
return (
|
||||
typeof config === 'object' &&
|
||||
config !== null &&
|
||||
'difficulty' in config &&
|
||||
'questionsPerRound' in config &&
|
||||
'timePerQuestion' in config &&
|
||||
['easy', 'medium', 'hard'].includes((config as any).difficulty) &&
|
||||
typeof (config as any).questionsPerRound === 'number' &&
|
||||
typeof (config as any).timePerQuestion === 'number' &&
|
||||
(config as any).questionsPerRound >= 5 &&
|
||||
(config as any).questionsPerRound <= 20 &&
|
||||
(config as any).timePerQuestion >= 10
|
||||
)
|
||||
}
|
||||
|
||||
export const mathSprintGame = defineGame<MathSprintConfig, MathSprintState, MathSprintMove>({
|
||||
manifest,
|
||||
Provider: MathSprintProvider,
|
||||
GameComponent,
|
||||
validator: mathSprintValidator,
|
||||
defaultConfig,
|
||||
validateConfig: validateMathSprintConfig,
|
||||
})
|
||||
120
apps/web/src/arcade-games/math-sprint/types.ts
Normal file
120
apps/web/src/arcade-games/math-sprint/types.ts
Normal file
@@ -0,0 +1,120 @@
|
||||
/**
|
||||
* Math Sprint Game Types
|
||||
*
|
||||
* A free-for-all game where players race to solve math problems.
|
||||
* Demonstrates the TEAM_MOVE pattern (no specific turn owner).
|
||||
*/
|
||||
|
||||
import type { GameConfig, GameMove, GameState } from '@/lib/arcade/game-sdk'
|
||||
|
||||
/**
|
||||
* Difficulty levels for math problems
|
||||
*/
|
||||
export type Difficulty = 'easy' | 'medium' | 'hard'
|
||||
|
||||
/**
|
||||
* Math operation types
|
||||
*/
|
||||
export type Operation = 'addition' | 'subtraction' | 'multiplication'
|
||||
|
||||
/**
|
||||
* Game configuration (persisted to database)
|
||||
*/
|
||||
export interface MathSprintConfig extends GameConfig {
|
||||
difficulty: Difficulty
|
||||
questionsPerRound: number
|
||||
timePerQuestion: number // seconds
|
||||
}
|
||||
|
||||
/**
|
||||
* A math question
|
||||
*/
|
||||
export interface Question {
|
||||
id: string
|
||||
operand1: number
|
||||
operand2: number
|
||||
operation: Operation
|
||||
correctAnswer: number
|
||||
displayText: string // e.g., "5 + 3 = ?"
|
||||
}
|
||||
|
||||
/**
|
||||
* Player answer submission
|
||||
*/
|
||||
export interface Answer {
|
||||
playerId: string
|
||||
answer: number
|
||||
timestamp: number
|
||||
correct: boolean
|
||||
}
|
||||
|
||||
/**
|
||||
* Game state (synchronized across all clients)
|
||||
*/
|
||||
export interface MathSprintState extends GameState {
|
||||
gamePhase: 'setup' | 'playing' | 'results'
|
||||
activePlayers: string[]
|
||||
playerMetadata: Record<string, { name: string; emoji: string; color: string; userId: string }>
|
||||
|
||||
// Configuration
|
||||
difficulty: Difficulty
|
||||
questionsPerRound: number
|
||||
timePerQuestion: number
|
||||
|
||||
// Game progress
|
||||
currentQuestionIndex: number
|
||||
questions: Question[]
|
||||
|
||||
// Scoring
|
||||
scores: Record<string, number> // playerId -> score
|
||||
correctAnswersCount: Record<string, number> // playerId -> count
|
||||
|
||||
// Current question state
|
||||
answers: Answer[] // All answers for current question
|
||||
questionStartTime: number // Timestamp when question was shown
|
||||
questionAnswered: boolean // True if someone got it right
|
||||
winnerId: string | null // Winner of current question (first correct)
|
||||
}
|
||||
|
||||
/**
|
||||
* Move types for Math Sprint
|
||||
*/
|
||||
export type MathSprintMove =
|
||||
| StartGameMove
|
||||
| SubmitAnswerMove
|
||||
| NextQuestionMove
|
||||
| ResetGameMove
|
||||
| SetConfigMove
|
||||
|
||||
export interface StartGameMove extends GameMove {
|
||||
type: 'START_GAME'
|
||||
data: {
|
||||
activePlayers: string[]
|
||||
playerMetadata: Record<string, unknown>
|
||||
}
|
||||
}
|
||||
|
||||
export interface SubmitAnswerMove extends GameMove {
|
||||
type: 'SUBMIT_ANSWER'
|
||||
data: {
|
||||
answer: number
|
||||
}
|
||||
}
|
||||
|
||||
export interface NextQuestionMove extends GameMove {
|
||||
type: 'NEXT_QUESTION'
|
||||
data: Record<string, never>
|
||||
}
|
||||
|
||||
export interface ResetGameMove extends GameMove {
|
||||
type: 'RESET_GAME'
|
||||
data: Record<string, never>
|
||||
}
|
||||
|
||||
export interface SetConfigMove extends GameMove {
|
||||
type: 'SET_CONFIG'
|
||||
data: {
|
||||
field: 'difficulty' | 'questionsPerRound' | 'timePerQuestion'
|
||||
value: Difficulty | number
|
||||
}
|
||||
}
|
||||
537
apps/web/src/arcade-games/memory-quiz/Provider.tsx
Normal file
537
apps/web/src/arcade-games/memory-quiz/Provider.tsx
Normal file
@@ -0,0 +1,537 @@
|
||||
'use client'
|
||||
|
||||
import type { ReactNode } from 'react'
|
||||
import { createContext, useCallback, useContext, useEffect, useMemo, useState } from 'react'
|
||||
import { useGameMode } from '@/contexts/GameModeContext'
|
||||
import { useArcadeSession } from '@/hooks/useArcadeSession'
|
||||
import { useRoomData, useUpdateGameConfig } from '@/hooks/useRoomData'
|
||||
import { useViewerId } from '@/hooks/useViewerId'
|
||||
import {
|
||||
buildPlayerMetadata as buildPlayerMetadataUtil,
|
||||
buildPlayerOwnershipFromRoomData,
|
||||
} from '@/lib/arcade/player-ownership.client'
|
||||
import { TEAM_MOVE } from '@/lib/arcade/validation/types'
|
||||
import type { QuizCard, MemoryQuizState, MemoryQuizMove } from './types'
|
||||
|
||||
import type { GameMove } from '@/lib/arcade/validation'
|
||||
|
||||
/**
|
||||
* Optimistic move application (client-side prediction)
|
||||
* The server will validate and send back the authoritative state
|
||||
*/
|
||||
function applyMoveOptimistically(state: MemoryQuizState, move: GameMove): MemoryQuizState {
|
||||
const typedMove = move as MemoryQuizMove
|
||||
switch (typedMove.type) {
|
||||
case 'START_QUIZ': {
|
||||
// Handle both client-generated moves (with quizCards) and server-generated moves (with numbers only)
|
||||
const clientQuizCards = typedMove.data.quizCards
|
||||
const serverNumbers = typedMove.data.numbers
|
||||
|
||||
let quizCards: QuizCard[]
|
||||
let correctAnswers: number[]
|
||||
|
||||
if (clientQuizCards) {
|
||||
// Client-side optimistic update: use the full quizCards with React components
|
||||
quizCards = clientQuizCards
|
||||
correctAnswers = clientQuizCards.map((card: QuizCard) => card.number)
|
||||
} else if (serverNumbers) {
|
||||
// Server update: create minimal quizCards from numbers
|
||||
quizCards = serverNumbers.map((number: number) => ({
|
||||
number,
|
||||
svgComponent: null,
|
||||
element: null,
|
||||
}))
|
||||
correctAnswers = serverNumbers
|
||||
} else {
|
||||
quizCards = state.quizCards
|
||||
correctAnswers = state.correctAnswers
|
||||
}
|
||||
|
||||
const cardCount = quizCards.length
|
||||
|
||||
// Initialize player scores for all active players (by userId)
|
||||
const activePlayers = typedMove.data.activePlayers || []
|
||||
const playerMetadata = typedMove.data.playerMetadata || {}
|
||||
|
||||
const uniqueUserIds = new Set<string>()
|
||||
for (const playerId of activePlayers) {
|
||||
const metadata = playerMetadata[playerId]
|
||||
if (metadata?.userId) {
|
||||
uniqueUserIds.add(metadata.userId)
|
||||
}
|
||||
}
|
||||
|
||||
const playerScores = Array.from(uniqueUserIds).reduce(
|
||||
(acc: Record<string, { correct: number; incorrect: number }>, userId: string) => {
|
||||
acc[userId] = { correct: 0, incorrect: 0 }
|
||||
return acc
|
||||
},
|
||||
{}
|
||||
)
|
||||
|
||||
return {
|
||||
...state,
|
||||
quizCards,
|
||||
correctAnswers,
|
||||
currentCardIndex: 0,
|
||||
foundNumbers: [],
|
||||
guessesRemaining: cardCount + Math.floor(cardCount / 2),
|
||||
gamePhase: 'display',
|
||||
incorrectGuesses: 0,
|
||||
currentInput: '',
|
||||
wrongGuessAnimations: [],
|
||||
prefixAcceptanceTimeout: null,
|
||||
activePlayers,
|
||||
playerMetadata,
|
||||
playerScores,
|
||||
numberFoundBy: {},
|
||||
}
|
||||
}
|
||||
|
||||
case 'NEXT_CARD':
|
||||
return {
|
||||
...state,
|
||||
currentCardIndex: state.currentCardIndex + 1,
|
||||
}
|
||||
|
||||
case 'SHOW_INPUT_PHASE':
|
||||
return {
|
||||
...state,
|
||||
gamePhase: 'input',
|
||||
}
|
||||
|
||||
case 'ACCEPT_NUMBER': {
|
||||
const playerScores = state.playerScores || {}
|
||||
const foundNumbers = state.foundNumbers || []
|
||||
const numberFoundBy = state.numberFoundBy || {}
|
||||
|
||||
const newPlayerScores = { ...playerScores }
|
||||
const newNumberFoundBy = { ...numberFoundBy }
|
||||
|
||||
if (typedMove.userId) {
|
||||
const currentScore = newPlayerScores[typedMove.userId] || { correct: 0, incorrect: 0 }
|
||||
newPlayerScores[typedMove.userId] = {
|
||||
...currentScore,
|
||||
correct: currentScore.correct + 1,
|
||||
}
|
||||
newNumberFoundBy[typedMove.data.number] = typedMove.userId
|
||||
}
|
||||
|
||||
return {
|
||||
...state,
|
||||
foundNumbers: [...foundNumbers, typedMove.data.number],
|
||||
currentInput: '',
|
||||
playerScores: newPlayerScores,
|
||||
numberFoundBy: newNumberFoundBy,
|
||||
}
|
||||
}
|
||||
|
||||
case 'REJECT_NUMBER': {
|
||||
const playerScores = state.playerScores || {}
|
||||
const newPlayerScores = { ...playerScores }
|
||||
|
||||
if (typedMove.userId) {
|
||||
const currentScore = newPlayerScores[typedMove.userId] || { correct: 0, incorrect: 0 }
|
||||
newPlayerScores[typedMove.userId] = {
|
||||
...currentScore,
|
||||
incorrect: currentScore.incorrect + 1,
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
...state,
|
||||
guessesRemaining: state.guessesRemaining - 1,
|
||||
incorrectGuesses: state.incorrectGuesses + 1,
|
||||
currentInput: '',
|
||||
playerScores: newPlayerScores,
|
||||
}
|
||||
}
|
||||
|
||||
case 'SET_INPUT':
|
||||
return {
|
||||
...state,
|
||||
currentInput: typedMove.data.input,
|
||||
}
|
||||
|
||||
case 'SHOW_RESULTS':
|
||||
return {
|
||||
...state,
|
||||
gamePhase: 'results',
|
||||
}
|
||||
|
||||
case 'RESET_QUIZ':
|
||||
return {
|
||||
...state,
|
||||
gamePhase: 'setup',
|
||||
quizCards: [],
|
||||
correctAnswers: [],
|
||||
currentCardIndex: 0,
|
||||
foundNumbers: [],
|
||||
guessesRemaining: 0,
|
||||
currentInput: '',
|
||||
incorrectGuesses: 0,
|
||||
wrongGuessAnimations: [],
|
||||
prefixAcceptanceTimeout: null,
|
||||
finishButtonsBound: false,
|
||||
}
|
||||
|
||||
case 'SET_CONFIG': {
|
||||
const { field, value } = typedMove.data
|
||||
return {
|
||||
...state,
|
||||
[field]: value,
|
||||
}
|
||||
}
|
||||
|
||||
default:
|
||||
return state
|
||||
}
|
||||
}
|
||||
|
||||
// Context interface
|
||||
export interface MemoryQuizContextValue {
|
||||
state: MemoryQuizState
|
||||
isGameActive: boolean
|
||||
isRoomCreator: boolean
|
||||
resetGame: () => void
|
||||
exitSession?: () => void
|
||||
startQuiz: (quizCards: QuizCard[]) => void
|
||||
nextCard: () => void
|
||||
showInputPhase: () => void
|
||||
acceptNumber: (number: number) => void
|
||||
rejectNumber: () => void
|
||||
setInput: (input: string) => void
|
||||
showResults: () => void
|
||||
setConfig: (
|
||||
field: 'selectedCount' | 'displayTime' | 'selectedDifficulty' | 'playMode',
|
||||
value: unknown
|
||||
) => void
|
||||
// Legacy dispatch for UI-only actions (to be migrated to local state)
|
||||
dispatch: (action: unknown) => void
|
||||
}
|
||||
|
||||
// Create context
|
||||
const MemoryQuizContext = createContext<MemoryQuizContextValue | null>(null)
|
||||
|
||||
// Hook to use the context
|
||||
export function useMemoryQuiz(): MemoryQuizContextValue {
|
||||
const context = useContext(MemoryQuizContext)
|
||||
if (!context) {
|
||||
throw new Error('useMemoryQuiz must be used within MemoryQuizProvider')
|
||||
}
|
||||
return context
|
||||
}
|
||||
|
||||
/**
|
||||
* MemoryQuizProvider - Unified provider for room-based multiplayer
|
||||
*
|
||||
* This provider uses useArcadeSession for network-synchronized gameplay.
|
||||
* All state changes are sent as moves and validated on the server.
|
||||
*/
|
||||
export function MemoryQuizProvider({ children }: { children: ReactNode }) {
|
||||
const { data: viewerId } = useViewerId()
|
||||
const { roomData } = useRoomData()
|
||||
const { activePlayers: activePlayerIds, players } = useGameMode()
|
||||
const { mutate: updateGameConfig } = useUpdateGameConfig()
|
||||
|
||||
const activePlayers = Array.from(activePlayerIds)
|
||||
|
||||
// LOCAL-ONLY state for current input (not synced over network)
|
||||
const [localCurrentInput, setLocalCurrentInput] = useState('')
|
||||
|
||||
// Merge saved game config from room with default initial state
|
||||
const mergedInitialState = useMemo(() => {
|
||||
const gameConfig = roomData?.gameConfig as Record<string, unknown> | null | undefined
|
||||
|
||||
const savedConfig = gameConfig?.['memory-quiz'] as Record<string, unknown> | null | undefined
|
||||
|
||||
// Default initial state
|
||||
const defaultState: MemoryQuizState = {
|
||||
cards: [],
|
||||
quizCards: [],
|
||||
correctAnswers: [],
|
||||
currentCardIndex: 0,
|
||||
displayTime: 2.0,
|
||||
selectedCount: 5,
|
||||
selectedDifficulty: 'easy',
|
||||
foundNumbers: [],
|
||||
guessesRemaining: 0,
|
||||
currentInput: '',
|
||||
incorrectGuesses: 0,
|
||||
activePlayers: [],
|
||||
playerMetadata: {},
|
||||
playerScores: {},
|
||||
playMode: 'cooperative',
|
||||
numberFoundBy: {},
|
||||
gamePhase: 'setup',
|
||||
prefixAcceptanceTimeout: null,
|
||||
finishButtonsBound: false,
|
||||
wrongGuessAnimations: [],
|
||||
hasPhysicalKeyboard: null,
|
||||
testingMode: false,
|
||||
showOnScreenKeyboard: false,
|
||||
}
|
||||
|
||||
if (!savedConfig) {
|
||||
return defaultState
|
||||
}
|
||||
|
||||
return {
|
||||
...defaultState,
|
||||
selectedCount:
|
||||
(savedConfig.selectedCount as 2 | 5 | 8 | 12 | 15) ?? defaultState.selectedCount,
|
||||
displayTime: (savedConfig.displayTime as number) ?? defaultState.displayTime,
|
||||
selectedDifficulty:
|
||||
(savedConfig.selectedDifficulty as MemoryQuizState['selectedDifficulty']) ??
|
||||
defaultState.selectedDifficulty,
|
||||
playMode: (savedConfig.playMode as 'cooperative' | 'competitive') ?? defaultState.playMode,
|
||||
}
|
||||
}, [roomData?.gameConfig])
|
||||
|
||||
// Arcade session integration
|
||||
const { state, sendMove, exitSession } = useArcadeSession<MemoryQuizState>({
|
||||
userId: viewerId || '',
|
||||
roomId: roomData?.id || undefined,
|
||||
initialState: mergedInitialState,
|
||||
applyMove: applyMoveOptimistically,
|
||||
})
|
||||
|
||||
// Clear local input when game phase changes
|
||||
useEffect(() => {
|
||||
if (state.gamePhase !== 'input') {
|
||||
setLocalCurrentInput('')
|
||||
}
|
||||
}, [state.gamePhase])
|
||||
|
||||
// Cleanup timeouts on unmount
|
||||
useEffect(() => {
|
||||
return () => {
|
||||
if (state.prefixAcceptanceTimeout) {
|
||||
clearTimeout(state.prefixAcceptanceTimeout)
|
||||
}
|
||||
}
|
||||
}, [state.prefixAcceptanceTimeout])
|
||||
|
||||
// Detect state corruption
|
||||
const hasStateCorruption =
|
||||
!state.quizCards ||
|
||||
!state.correctAnswers ||
|
||||
!state.foundNumbers ||
|
||||
!Array.isArray(state.quizCards)
|
||||
|
||||
// Computed values
|
||||
const isGameActive = state.gamePhase === 'display' || state.gamePhase === 'input'
|
||||
|
||||
// Build player metadata
|
||||
const buildPlayerMetadata = useCallback(() => {
|
||||
const playerOwnership = buildPlayerOwnershipFromRoomData(roomData)
|
||||
const metadata = buildPlayerMetadataUtil(
|
||||
activePlayers,
|
||||
playerOwnership,
|
||||
players,
|
||||
viewerId || undefined
|
||||
)
|
||||
return metadata
|
||||
}, [activePlayers, players, roomData, viewerId])
|
||||
|
||||
// Action creators
|
||||
const startQuiz = useCallback(
|
||||
(quizCards: QuizCard[]) => {
|
||||
const numbers = quizCards.map((card) => card.number)
|
||||
const playerMetadata = buildPlayerMetadata()
|
||||
|
||||
sendMove({
|
||||
type: 'START_QUIZ',
|
||||
playerId: TEAM_MOVE,
|
||||
userId: viewerId || '',
|
||||
data: {
|
||||
numbers,
|
||||
quizCards,
|
||||
activePlayers,
|
||||
playerMetadata,
|
||||
},
|
||||
})
|
||||
},
|
||||
[viewerId, sendMove, activePlayers, buildPlayerMetadata]
|
||||
)
|
||||
|
||||
const nextCard = useCallback(() => {
|
||||
sendMove({
|
||||
type: 'NEXT_CARD',
|
||||
playerId: TEAM_MOVE,
|
||||
userId: viewerId || '',
|
||||
data: {},
|
||||
})
|
||||
}, [viewerId, sendMove])
|
||||
|
||||
const showInputPhase = useCallback(() => {
|
||||
sendMove({
|
||||
type: 'SHOW_INPUT_PHASE',
|
||||
playerId: TEAM_MOVE,
|
||||
userId: viewerId || '',
|
||||
data: {},
|
||||
})
|
||||
}, [viewerId, sendMove])
|
||||
|
||||
const acceptNumber = useCallback(
|
||||
(number: number) => {
|
||||
setLocalCurrentInput('')
|
||||
sendMove({
|
||||
type: 'ACCEPT_NUMBER',
|
||||
playerId: TEAM_MOVE,
|
||||
userId: viewerId || '',
|
||||
data: { number },
|
||||
})
|
||||
},
|
||||
[viewerId, sendMove]
|
||||
)
|
||||
|
||||
const rejectNumber = useCallback(() => {
|
||||
setLocalCurrentInput('')
|
||||
sendMove({
|
||||
type: 'REJECT_NUMBER',
|
||||
playerId: TEAM_MOVE,
|
||||
userId: viewerId || '',
|
||||
data: {},
|
||||
})
|
||||
}, [viewerId, sendMove])
|
||||
|
||||
const setInput = useCallback((input: string) => {
|
||||
// LOCAL ONLY - no network sync for instant typing
|
||||
setLocalCurrentInput(input)
|
||||
}, [])
|
||||
|
||||
const showResults = useCallback(() => {
|
||||
sendMove({
|
||||
type: 'SHOW_RESULTS',
|
||||
playerId: TEAM_MOVE,
|
||||
userId: viewerId || '',
|
||||
data: {},
|
||||
})
|
||||
}, [viewerId, sendMove])
|
||||
|
||||
const resetGame = useCallback(() => {
|
||||
sendMove({
|
||||
type: 'RESET_QUIZ',
|
||||
playerId: TEAM_MOVE,
|
||||
userId: viewerId || '',
|
||||
data: {},
|
||||
})
|
||||
}, [viewerId, sendMove])
|
||||
|
||||
const setConfig = useCallback(
|
||||
(
|
||||
field: 'selectedCount' | 'displayTime' | 'selectedDifficulty' | 'playMode',
|
||||
value: unknown
|
||||
) => {
|
||||
sendMove({
|
||||
type: 'SET_CONFIG',
|
||||
playerId: TEAM_MOVE,
|
||||
userId: viewerId || '',
|
||||
data: { field, value },
|
||||
})
|
||||
|
||||
// Save to room config for persistence
|
||||
if (roomData?.id) {
|
||||
const currentGameConfig = (roomData.gameConfig as Record<string, unknown>) || {}
|
||||
const currentMemoryQuizConfig =
|
||||
(currentGameConfig['memory-quiz'] as Record<string, unknown>) || {}
|
||||
|
||||
updateGameConfig({
|
||||
roomId: roomData.id,
|
||||
gameConfig: {
|
||||
...currentGameConfig,
|
||||
'memory-quiz': {
|
||||
...currentMemoryQuizConfig,
|
||||
[field]: value,
|
||||
},
|
||||
},
|
||||
})
|
||||
}
|
||||
},
|
||||
[viewerId, sendMove, roomData?.id, roomData?.gameConfig, updateGameConfig]
|
||||
)
|
||||
|
||||
// Legacy dispatch stub for UI-only actions
|
||||
// TODO: Migrate these to local component state
|
||||
const dispatch = useCallback((action: unknown) => {
|
||||
console.warn(
|
||||
'[MemoryQuizProvider] dispatch() is deprecated for UI-only actions. These should be migrated to local component state:',
|
||||
action
|
||||
)
|
||||
// No-op - UI-only state changes should be handled locally
|
||||
}, [])
|
||||
|
||||
// Merge network state with local input
|
||||
const mergedState = {
|
||||
...state,
|
||||
currentInput: localCurrentInput,
|
||||
}
|
||||
|
||||
// Determine if current user is room creator
|
||||
const isRoomCreator =
|
||||
roomData?.members.find((member) => member.userId === viewerId)?.isCreator || false
|
||||
|
||||
// Handle state corruption
|
||||
if (hasStateCorruption) {
|
||||
return (
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
padding: '40px',
|
||||
textAlign: 'center',
|
||||
minHeight: '400px',
|
||||
}}
|
||||
>
|
||||
<div style={{ fontSize: '48px', marginBottom: '20px' }}>⚠️</div>
|
||||
<h2
|
||||
style={{ fontSize: '24px', fontWeight: 'bold', marginBottom: '12px', color: '#dc2626' }}
|
||||
>
|
||||
Game State Mismatch
|
||||
</h2>
|
||||
<p style={{ fontSize: '16px', color: '#6b7280', marginBottom: '24px', maxWidth: '500px' }}>
|
||||
There's a mismatch between game types in this room. This usually happens when room members
|
||||
are playing different games.
|
||||
</p>
|
||||
<button
|
||||
type="button"
|
||||
onClick={() => window.location.reload()}
|
||||
style={{
|
||||
padding: '10px 20px',
|
||||
background: '#3b82f6',
|
||||
color: 'white',
|
||||
border: 'none',
|
||||
borderRadius: '6px',
|
||||
fontSize: '14px',
|
||||
fontWeight: '600',
|
||||
cursor: 'pointer',
|
||||
}}
|
||||
>
|
||||
Refresh Page
|
||||
</button>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
const contextValue: MemoryQuizContextValue = {
|
||||
state: mergedState,
|
||||
isGameActive,
|
||||
resetGame,
|
||||
exitSession,
|
||||
isRoomCreator,
|
||||
startQuiz,
|
||||
nextCard,
|
||||
showInputPhase,
|
||||
acceptNumber,
|
||||
rejectNumber,
|
||||
setInput,
|
||||
showResults,
|
||||
setConfig,
|
||||
dispatch,
|
||||
}
|
||||
|
||||
return <MemoryQuizContext.Provider value={contextValue}>{children}</MemoryQuizContext.Provider>
|
||||
}
|
||||
428
apps/web/src/arcade-games/memory-quiz/Validator.ts
Normal file
428
apps/web/src/arcade-games/memory-quiz/Validator.ts
Normal file
@@ -0,0 +1,428 @@
|
||||
/**
|
||||
* Server-side validator for memory-quiz game
|
||||
* Validates all game moves and state transitions
|
||||
*/
|
||||
|
||||
import type { GameValidator, ValidationResult } from '@/lib/arcade/game-sdk'
|
||||
import type {
|
||||
MemoryQuizConfig,
|
||||
MemoryQuizState,
|
||||
MemoryQuizMove,
|
||||
MemoryQuizSetConfigMove,
|
||||
} from './types'
|
||||
|
||||
export class MemoryQuizGameValidator implements GameValidator<MemoryQuizState, MemoryQuizMove> {
|
||||
validateMove(
|
||||
state: MemoryQuizState,
|
||||
move: MemoryQuizMove,
|
||||
context?: { userId?: string; playerOwnership?: Record<string, string> }
|
||||
): ValidationResult {
|
||||
switch (move.type) {
|
||||
case 'START_QUIZ':
|
||||
return this.validateStartQuiz(state, move.data)
|
||||
|
||||
case 'NEXT_CARD':
|
||||
return this.validateNextCard(state)
|
||||
|
||||
case 'SHOW_INPUT_PHASE':
|
||||
return this.validateShowInputPhase(state)
|
||||
|
||||
case 'ACCEPT_NUMBER':
|
||||
return this.validateAcceptNumber(state, move.data.number, move.userId)
|
||||
|
||||
case 'REJECT_NUMBER':
|
||||
return this.validateRejectNumber(state, move.userId)
|
||||
|
||||
case 'SET_INPUT':
|
||||
return this.validateSetInput(state, move.data.input)
|
||||
|
||||
case 'SHOW_RESULTS':
|
||||
return this.validateShowResults(state)
|
||||
|
||||
case 'RESET_QUIZ':
|
||||
return this.validateResetQuiz(state)
|
||||
|
||||
case 'SET_CONFIG': {
|
||||
const configMove = move as MemoryQuizSetConfigMove
|
||||
return this.validateSetConfig(state, configMove.data.field, configMove.data.value)
|
||||
}
|
||||
|
||||
default:
|
||||
return {
|
||||
valid: false,
|
||||
error: `Unknown move type: ${(move as any).type}`,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private validateStartQuiz(state: MemoryQuizState, data: any): ValidationResult {
|
||||
// Can start quiz from setup or results phase
|
||||
if (state.gamePhase !== 'setup' && state.gamePhase !== 'results') {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Can only start quiz from setup or results phase',
|
||||
}
|
||||
}
|
||||
|
||||
// Accept either numbers array (from network) or quizCards (from client)
|
||||
const numbers = data.numbers || data.quizCards?.map((c: any) => c.number)
|
||||
|
||||
if (!numbers || numbers.length === 0) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Quiz numbers are required',
|
||||
}
|
||||
}
|
||||
|
||||
// Create minimal quiz cards from numbers (server-side doesn't need React components)
|
||||
const quizCards = numbers.map((number: number) => ({
|
||||
number,
|
||||
svgComponent: null, // Not needed server-side
|
||||
element: null,
|
||||
}))
|
||||
|
||||
// Extract multiplayer data from move
|
||||
const activePlayers = data.activePlayers || state.activePlayers || []
|
||||
const playerMetadata = data.playerMetadata || state.playerMetadata || {}
|
||||
|
||||
// Initialize player scores for all active players (by userId)
|
||||
const uniqueUserIds = new Set<string>()
|
||||
for (const playerId of activePlayers) {
|
||||
const metadata = playerMetadata[playerId]
|
||||
if (metadata?.userId) {
|
||||
uniqueUserIds.add(metadata.userId)
|
||||
}
|
||||
}
|
||||
|
||||
const playerScores = Array.from(uniqueUserIds).reduce((acc: any, userId: string) => {
|
||||
acc[userId] = { correct: 0, incorrect: 0 }
|
||||
return acc
|
||||
}, {})
|
||||
|
||||
const newState: MemoryQuizState = {
|
||||
...state,
|
||||
quizCards,
|
||||
correctAnswers: numbers,
|
||||
currentCardIndex: 0,
|
||||
foundNumbers: [],
|
||||
guessesRemaining: numbers.length + Math.floor(numbers.length / 2),
|
||||
gamePhase: 'display',
|
||||
incorrectGuesses: 0,
|
||||
currentInput: '',
|
||||
wrongGuessAnimations: [],
|
||||
prefixAcceptanceTimeout: null,
|
||||
// Multiplayer state
|
||||
activePlayers,
|
||||
playerMetadata,
|
||||
playerScores,
|
||||
numberFoundBy: {},
|
||||
}
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState,
|
||||
}
|
||||
}
|
||||
|
||||
private validateNextCard(state: MemoryQuizState): ValidationResult {
|
||||
// Must be in display phase
|
||||
if (state.gamePhase !== 'display') {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'NEXT_CARD only valid in display phase',
|
||||
}
|
||||
}
|
||||
|
||||
const newState: MemoryQuizState = {
|
||||
...state,
|
||||
currentCardIndex: state.currentCardIndex + 1,
|
||||
}
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState,
|
||||
}
|
||||
}
|
||||
|
||||
private validateShowInputPhase(state: MemoryQuizState): ValidationResult {
|
||||
// Must have shown all cards
|
||||
if (state.currentCardIndex < state.quizCards.length) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'All cards must be shown before input phase',
|
||||
}
|
||||
}
|
||||
|
||||
const newState: MemoryQuizState = {
|
||||
...state,
|
||||
gamePhase: 'input',
|
||||
}
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState,
|
||||
}
|
||||
}
|
||||
|
||||
private validateAcceptNumber(
|
||||
state: MemoryQuizState,
|
||||
number: number,
|
||||
userId?: string
|
||||
): ValidationResult {
|
||||
// Must be in input phase
|
||||
if (state.gamePhase !== 'input') {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'ACCEPT_NUMBER only valid in input phase',
|
||||
}
|
||||
}
|
||||
|
||||
// Number must be in correct answers
|
||||
if (!state.correctAnswers.includes(number)) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Number is not a correct answer',
|
||||
}
|
||||
}
|
||||
|
||||
// Number must not be already found
|
||||
if (state.foundNumbers.includes(number)) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Number already found',
|
||||
}
|
||||
}
|
||||
|
||||
// Update player scores (track by userId)
|
||||
const playerScores = state.playerScores || {}
|
||||
const newPlayerScores = { ...playerScores }
|
||||
const numberFoundBy = state.numberFoundBy || {}
|
||||
const newNumberFoundBy = { ...numberFoundBy }
|
||||
|
||||
if (userId) {
|
||||
const currentScore = newPlayerScores[userId] || { correct: 0, incorrect: 0 }
|
||||
newPlayerScores[userId] = {
|
||||
...currentScore,
|
||||
correct: currentScore.correct + 1,
|
||||
}
|
||||
// Track who found this number
|
||||
newNumberFoundBy[number] = userId
|
||||
}
|
||||
|
||||
const newState: MemoryQuizState = {
|
||||
...state,
|
||||
foundNumbers: [...state.foundNumbers, number],
|
||||
currentInput: '',
|
||||
playerScores: newPlayerScores,
|
||||
numberFoundBy: newNumberFoundBy,
|
||||
}
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState,
|
||||
}
|
||||
}
|
||||
|
||||
private validateRejectNumber(state: MemoryQuizState, userId?: string): ValidationResult {
|
||||
// Must be in input phase
|
||||
if (state.gamePhase !== 'input') {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'REJECT_NUMBER only valid in input phase',
|
||||
}
|
||||
}
|
||||
|
||||
// Must have guesses remaining
|
||||
if (state.guessesRemaining <= 0) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'No guesses remaining',
|
||||
}
|
||||
}
|
||||
|
||||
// Update player scores (track by userId)
|
||||
const playerScores = state.playerScores || {}
|
||||
const newPlayerScores = { ...playerScores }
|
||||
if (userId) {
|
||||
const currentScore = newPlayerScores[userId] || { correct: 0, incorrect: 0 }
|
||||
newPlayerScores[userId] = {
|
||||
...currentScore,
|
||||
incorrect: currentScore.incorrect + 1,
|
||||
}
|
||||
}
|
||||
|
||||
const newState: MemoryQuizState = {
|
||||
...state,
|
||||
guessesRemaining: state.guessesRemaining - 1,
|
||||
incorrectGuesses: state.incorrectGuesses + 1,
|
||||
currentInput: '',
|
||||
playerScores: newPlayerScores,
|
||||
}
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState,
|
||||
}
|
||||
}
|
||||
|
||||
private validateSetInput(state: MemoryQuizState, input: string): ValidationResult {
|
||||
// Must be in input phase
|
||||
if (state.gamePhase !== 'input') {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'SET_INPUT only valid in input phase',
|
||||
}
|
||||
}
|
||||
|
||||
// Input must be numeric
|
||||
if (input && !/^\d+$/.test(input)) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Input must be numeric',
|
||||
}
|
||||
}
|
||||
|
||||
const newState: MemoryQuizState = {
|
||||
...state,
|
||||
currentInput: input,
|
||||
}
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState,
|
||||
}
|
||||
}
|
||||
|
||||
private validateShowResults(state: MemoryQuizState): ValidationResult {
|
||||
// Can show results from input phase
|
||||
if (state.gamePhase !== 'input') {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'SHOW_RESULTS only valid from input phase',
|
||||
}
|
||||
}
|
||||
|
||||
const newState: MemoryQuizState = {
|
||||
...state,
|
||||
gamePhase: 'results',
|
||||
}
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState,
|
||||
}
|
||||
}
|
||||
|
||||
private validateResetQuiz(state: MemoryQuizState): ValidationResult {
|
||||
// Can reset from any phase
|
||||
const newState: MemoryQuizState = {
|
||||
...state,
|
||||
gamePhase: 'setup',
|
||||
quizCards: [],
|
||||
correctAnswers: [],
|
||||
currentCardIndex: 0,
|
||||
foundNumbers: [],
|
||||
guessesRemaining: 0,
|
||||
currentInput: '',
|
||||
incorrectGuesses: 0,
|
||||
wrongGuessAnimations: [],
|
||||
prefixAcceptanceTimeout: null,
|
||||
finishButtonsBound: false,
|
||||
}
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState,
|
||||
}
|
||||
}
|
||||
|
||||
private validateSetConfig(
|
||||
state: MemoryQuizState,
|
||||
field: 'selectedCount' | 'displayTime' | 'selectedDifficulty' | 'playMode',
|
||||
value: any
|
||||
): ValidationResult {
|
||||
// Can only change config during setup phase
|
||||
if (state.gamePhase !== 'setup') {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Cannot change configuration outside of setup phase',
|
||||
}
|
||||
}
|
||||
|
||||
// Validate field-specific values
|
||||
switch (field) {
|
||||
case 'selectedCount':
|
||||
if (![2, 5, 8, 12, 15].includes(value)) {
|
||||
return { valid: false, error: `Invalid selectedCount: ${value}` }
|
||||
}
|
||||
break
|
||||
|
||||
case 'displayTime':
|
||||
if (typeof value !== 'number' || value < 0.5 || value > 10) {
|
||||
return { valid: false, error: `Invalid displayTime: ${value}` }
|
||||
}
|
||||
break
|
||||
|
||||
case 'selectedDifficulty':
|
||||
if (!['beginner', 'easy', 'medium', 'hard', 'expert'].includes(value)) {
|
||||
return { valid: false, error: `Invalid selectedDifficulty: ${value}` }
|
||||
}
|
||||
break
|
||||
|
||||
case 'playMode':
|
||||
if (!['cooperative', 'competitive'].includes(value)) {
|
||||
return { valid: false, error: `Invalid playMode: ${value}` }
|
||||
}
|
||||
break
|
||||
|
||||
default:
|
||||
return { valid: false, error: `Unknown config field: ${field}` }
|
||||
}
|
||||
|
||||
// Apply the configuration change
|
||||
return {
|
||||
valid: true,
|
||||
newState: {
|
||||
...state,
|
||||
[field]: value,
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
isGameComplete(state: MemoryQuizState): boolean {
|
||||
return state.gamePhase === 'results'
|
||||
}
|
||||
|
||||
getInitialState(config: MemoryQuizConfig): MemoryQuizState {
|
||||
return {
|
||||
cards: [],
|
||||
quizCards: [],
|
||||
correctAnswers: [],
|
||||
currentCardIndex: 0,
|
||||
displayTime: config.displayTime,
|
||||
selectedCount: config.selectedCount,
|
||||
selectedDifficulty: config.selectedDifficulty,
|
||||
foundNumbers: [],
|
||||
guessesRemaining: 0,
|
||||
currentInput: '',
|
||||
incorrectGuesses: 0,
|
||||
// Multiplayer state
|
||||
activePlayers: [],
|
||||
playerMetadata: {},
|
||||
playerScores: {},
|
||||
playMode: config.playMode || 'cooperative',
|
||||
numberFoundBy: {},
|
||||
// UI state
|
||||
gamePhase: 'setup',
|
||||
prefixAcceptanceTimeout: null,
|
||||
finishButtonsBound: false,
|
||||
wrongGuessAnimations: [],
|
||||
hasPhysicalKeyboard: null,
|
||||
testingMode: false,
|
||||
showOnScreenKeyboard: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Singleton instance
|
||||
export const memoryQuizGameValidator = new MemoryQuizGameValidator()
|
||||
197
apps/web/src/arcade-games/memory-quiz/components/CardGrid.tsx
Normal file
197
apps/web/src/arcade-games/memory-quiz/components/CardGrid.tsx
Normal file
@@ -0,0 +1,197 @@
|
||||
import { AbacusReact } from '@soroban/abacus-react'
|
||||
import type { MemoryQuizState } from '../types'
|
||||
|
||||
interface CardGridProps {
|
||||
state: MemoryQuizState
|
||||
}
|
||||
|
||||
export function CardGrid({ state }: CardGridProps) {
|
||||
if (state.quizCards.length === 0) return null
|
||||
|
||||
// Calculate optimal grid layout based on number of cards
|
||||
const cardCount = state.quizCards.length
|
||||
|
||||
// Define static grid classes that Panda can generate
|
||||
const getGridClass = (count: number) => {
|
||||
if (count <= 2) return 'repeat(2, 1fr)'
|
||||
if (count <= 4) return 'repeat(2, 1fr)'
|
||||
if (count <= 6) return 'repeat(3, 1fr)'
|
||||
if (count <= 9) return 'repeat(3, 1fr)'
|
||||
if (count <= 12) return 'repeat(4, 1fr)'
|
||||
return 'repeat(5, 1fr)'
|
||||
}
|
||||
|
||||
const getCardSize = (count: number) => {
|
||||
if (count <= 2) return { minSize: '180px', cardHeight: '160px' }
|
||||
if (count <= 4) return { minSize: '160px', cardHeight: '150px' }
|
||||
if (count <= 6) return { minSize: '140px', cardHeight: '140px' }
|
||||
if (count <= 9) return { minSize: '120px', cardHeight: '130px' }
|
||||
if (count <= 12) return { minSize: '110px', cardHeight: '120px' }
|
||||
return { minSize: '100px', cardHeight: '110px' }
|
||||
}
|
||||
|
||||
const gridClass = getGridClass(cardCount)
|
||||
const cardSize = getCardSize(cardCount)
|
||||
|
||||
return (
|
||||
<div
|
||||
style={{
|
||||
marginTop: '12px',
|
||||
padding: '12px',
|
||||
background: '#f9fafb',
|
||||
borderRadius: '8px',
|
||||
border: '1px solid #e5e7eb',
|
||||
maxHeight: '50vh',
|
||||
overflowY: 'auto',
|
||||
}}
|
||||
>
|
||||
<h4
|
||||
style={{
|
||||
textAlign: 'center',
|
||||
color: '#374151',
|
||||
marginBottom: '12px',
|
||||
fontSize: '14px',
|
||||
fontWeight: '600',
|
||||
}}
|
||||
>
|
||||
Cards you saw ({cardCount}):
|
||||
</h4>
|
||||
|
||||
<div
|
||||
style={{
|
||||
display: 'grid',
|
||||
gap: '8px',
|
||||
maxWidth: '100%',
|
||||
margin: '0 auto',
|
||||
width: 'fit-content',
|
||||
gridTemplateColumns: gridClass,
|
||||
}}
|
||||
>
|
||||
{state.quizCards.map((card, index) => {
|
||||
const isRevealed = state.foundNumbers.includes(card.number)
|
||||
return (
|
||||
<div
|
||||
key={`card-${index}-${card.number}`}
|
||||
style={{
|
||||
perspective: '1000px',
|
||||
maxWidth: '200px',
|
||||
height: cardSize.cardHeight,
|
||||
minWidth: cardSize.minSize,
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
position: 'relative',
|
||||
width: '100%',
|
||||
height: '100%',
|
||||
textAlign: 'center',
|
||||
transition: 'transform 0.8s',
|
||||
transformStyle: 'preserve-3d',
|
||||
transform: isRevealed ? 'rotateY(180deg)' : 'rotateY(0deg)',
|
||||
}}
|
||||
>
|
||||
{/* Card back (hidden state) */}
|
||||
<div
|
||||
style={{
|
||||
position: 'absolute',
|
||||
width: '100%',
|
||||
height: '100%',
|
||||
backfaceVisibility: 'hidden',
|
||||
borderRadius: '8px',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
boxShadow: '0 4px 8px rgba(0, 0, 0, 0.1)',
|
||||
background: 'linear-gradient(135deg, #6c5ce7, #a29bfe)',
|
||||
color: 'white',
|
||||
fontSize: '32px',
|
||||
fontWeight: 'bold',
|
||||
textShadow: '2px 2px 4px rgba(0, 0, 0, 0.3)',
|
||||
border: '2px solid #5f3dc4',
|
||||
}}
|
||||
>
|
||||
<div style={{ opacity: 0.8 }}>?</div>
|
||||
</div>
|
||||
|
||||
{/* Card front (revealed state) */}
|
||||
<div
|
||||
style={{
|
||||
position: 'absolute',
|
||||
width: '100%',
|
||||
height: '100%',
|
||||
backfaceVisibility: 'hidden',
|
||||
borderRadius: '8px',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
boxShadow: '0 4px 8px rgba(0, 0, 0, 0.1)',
|
||||
background: 'white',
|
||||
border: '2px solid #28a745',
|
||||
transform: 'rotateY(180deg)',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
width: '100%',
|
||||
height: '100%',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
overflow: 'hidden',
|
||||
padding: '4px',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
width: '100%',
|
||||
height: '100%',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
}}
|
||||
>
|
||||
<AbacusReact
|
||||
value={card.number}
|
||||
columns="auto"
|
||||
beadShape="diamond"
|
||||
colorScheme="place-value"
|
||||
hideInactiveBeads={false}
|
||||
scaleFactor={1.2}
|
||||
interactive={false}
|
||||
showNumbers={false}
|
||||
animated={false}
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
|
||||
{/* Summary row for large numbers of cards */}
|
||||
{cardCount > 8 && (
|
||||
<div
|
||||
style={{
|
||||
marginTop: '8px',
|
||||
padding: '6px 8px',
|
||||
background: '#eff6ff',
|
||||
borderRadius: '6px',
|
||||
border: '1px solid #bfdbfe',
|
||||
textAlign: 'center',
|
||||
fontSize: '12px',
|
||||
color: '#1d4ed8',
|
||||
}}
|
||||
>
|
||||
<strong>{state.foundNumbers.length}</strong> of <strong>{cardCount}</strong> cards found
|
||||
{state.foundNumbers.length > 0 && (
|
||||
<span style={{ marginLeft: '6px', fontWeight: 'normal' }}>
|
||||
({Math.round((state.foundNumbers.length / cardCount) * 100)}% complete)
|
||||
</span>
|
||||
)}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,244 @@
|
||||
import { AbacusReact, useAbacusConfig } from '@soroban/abacus-react'
|
||||
import { useEffect, useMemo, useRef, useState } from 'react'
|
||||
import { useMemoryQuiz } from '../Provider'
|
||||
import type { QuizCard } from '../types'
|
||||
|
||||
// Calculate maximum columns needed for a set of numbers
|
||||
function calculateMaxColumns(numbers: number[]): number {
|
||||
if (numbers.length === 0) return 1
|
||||
const maxNumber = Math.max(...numbers)
|
||||
if (maxNumber === 0) return 1
|
||||
return Math.floor(Math.log10(maxNumber)) + 1
|
||||
}
|
||||
|
||||
export function DisplayPhase() {
|
||||
const { state, nextCard, showInputPhase, resetGame, isRoomCreator } = useMemoryQuiz()
|
||||
const [currentCard, setCurrentCard] = useState<QuizCard | null>(null)
|
||||
const [isTransitioning, setIsTransitioning] = useState(false)
|
||||
const isDisplayPhaseActive = state.currentCardIndex < state.quizCards.length
|
||||
const isProcessingRef = useRef(false)
|
||||
const lastProcessedIndexRef = useRef(-1)
|
||||
const appConfig = useAbacusConfig()
|
||||
|
||||
// In multiplayer room mode, only the room creator controls card timing
|
||||
// In local mode (isRoomCreator === undefined), allow timing control
|
||||
const shouldControlTiming = isRoomCreator === undefined || isRoomCreator === true
|
||||
|
||||
// Calculate maximum columns needed for this quiz set
|
||||
const maxColumns = useMemo(() => {
|
||||
const allNumbers = state.quizCards.map((card) => card.number)
|
||||
return calculateMaxColumns(allNumbers)
|
||||
}, [state.quizCards])
|
||||
|
||||
// Calculate adaptive animation duration
|
||||
const flashDuration = useMemo(() => {
|
||||
const displayTimeMs = state.displayTime * 1000
|
||||
return Math.min(Math.max(displayTimeMs * 0.3, 150), 600) / 1000 // Convert to seconds for CSS
|
||||
}, [state.displayTime])
|
||||
|
||||
const progressPercentage = (state.currentCardIndex / state.quizCards.length) * 100
|
||||
|
||||
useEffect(() => {
|
||||
// Prevent processing the same card index multiple times
|
||||
// This prevents race conditions from optimistic updates
|
||||
if (state.currentCardIndex === lastProcessedIndexRef.current) {
|
||||
console.log(
|
||||
`DisplayPhase: Skipping duplicate processing of index ${state.currentCardIndex} (lastProcessed: ${lastProcessedIndexRef.current})`
|
||||
)
|
||||
return
|
||||
}
|
||||
|
||||
if (state.currentCardIndex >= state.quizCards.length) {
|
||||
// Only the room creator (or local mode) triggers phase transitions
|
||||
if (shouldControlTiming) {
|
||||
console.log(
|
||||
`DisplayPhase: All cards shown (${state.quizCards.length}), transitioning to input phase`
|
||||
)
|
||||
showInputPhase?.()
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
// Prevent multiple concurrent executions
|
||||
if (isProcessingRef.current) {
|
||||
console.log(
|
||||
`DisplayPhase: Already processing, skipping (index: ${state.currentCardIndex}, lastProcessed: ${lastProcessedIndexRef.current})`
|
||||
)
|
||||
return
|
||||
}
|
||||
|
||||
// Mark this index as being processed
|
||||
lastProcessedIndexRef.current = state.currentCardIndex
|
||||
|
||||
const showNextCard = async () => {
|
||||
isProcessingRef.current = true
|
||||
const card = state.quizCards[state.currentCardIndex]
|
||||
console.log(
|
||||
`DisplayPhase: Showing card ${state.currentCardIndex + 1}/${state.quizCards.length}, number: ${card.number} (isRoomCreator: ${isRoomCreator}, shouldControlTiming: ${shouldControlTiming})`
|
||||
)
|
||||
|
||||
// Calculate adaptive timing based on display speed
|
||||
const displayTimeMs = state.displayTime * 1000
|
||||
const flashDuration = Math.min(Math.max(displayTimeMs * 0.3, 150), 600) // 30% of display time, between 150ms-600ms
|
||||
const transitionPause = Math.min(Math.max(displayTimeMs * 0.1, 50), 200) // 10% of display time, between 50ms-200ms
|
||||
|
||||
// Trigger adaptive transition effect
|
||||
setIsTransitioning(true)
|
||||
setCurrentCard(card)
|
||||
|
||||
// Reset transition effect with adaptive duration
|
||||
setTimeout(() => setIsTransitioning(false), flashDuration)
|
||||
|
||||
console.log(
|
||||
`DisplayPhase: Card ${state.currentCardIndex + 1} now visible (flash: ${flashDuration}ms, pause: ${transitionPause}ms)`
|
||||
)
|
||||
|
||||
// Only the room creator (or local mode) controls the timing
|
||||
if (shouldControlTiming) {
|
||||
// Display card for specified time with adaptive transition pause
|
||||
await new Promise((resolve) => setTimeout(resolve, displayTimeMs - transitionPause))
|
||||
|
||||
// Don't hide the abacus - just advance to next card for smooth transition
|
||||
console.log(
|
||||
`DisplayPhase: Card ${state.currentCardIndex + 1} transitioning to next (controlled by ${isRoomCreator === undefined ? 'local mode' : 'room creator'})`
|
||||
)
|
||||
await new Promise((resolve) => setTimeout(resolve, transitionPause)) // Adaptive pause for visual transition
|
||||
|
||||
isProcessingRef.current = false
|
||||
nextCard?.()
|
||||
} else {
|
||||
// Non-creator players just display the card, don't control timing
|
||||
console.log(
|
||||
`DisplayPhase: Non-creator player displaying card ${state.currentCardIndex + 1}, waiting for creator to advance`
|
||||
)
|
||||
isProcessingRef.current = false
|
||||
}
|
||||
}
|
||||
|
||||
showNextCard()
|
||||
}, [
|
||||
state.currentCardIndex,
|
||||
state.displayTime,
|
||||
state.quizCards.length,
|
||||
nextCard,
|
||||
showInputPhase,
|
||||
shouldControlTiming,
|
||||
isRoomCreator,
|
||||
])
|
||||
|
||||
return (
|
||||
<div
|
||||
style={{
|
||||
textAlign: 'center',
|
||||
padding: '12px',
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
alignItems: 'center',
|
||||
boxSizing: 'border-box',
|
||||
height: '100%',
|
||||
animation: isTransitioning ? `subtlePageFlash ${flashDuration}s ease-out` : undefined,
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
position: 'relative',
|
||||
width: '100%',
|
||||
maxWidth: '800px',
|
||||
marginBottom: '12px',
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '12px',
|
||||
}}
|
||||
>
|
||||
<div>
|
||||
<div
|
||||
style={{
|
||||
width: '100%',
|
||||
height: '8px',
|
||||
background: '#e5e7eb',
|
||||
borderRadius: '4px',
|
||||
overflow: 'hidden',
|
||||
marginBottom: '8px',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
height: '100%',
|
||||
background: 'linear-gradient(90deg, #28a745, #20c997)',
|
||||
borderRadius: '4px',
|
||||
width: `${progressPercentage}%`,
|
||||
transition: 'width 0.5s ease',
|
||||
}}
|
||||
/>
|
||||
</div>
|
||||
<span
|
||||
style={{
|
||||
fontSize: '14px',
|
||||
fontWeight: 'bold',
|
||||
color: '#374151',
|
||||
}}
|
||||
>
|
||||
Card {state.currentCardIndex + 1} of {state.quizCards.length}
|
||||
</span>
|
||||
</div>
|
||||
<div style={{ display: 'flex', justifyContent: 'flex-end' }}>
|
||||
<button
|
||||
style={{
|
||||
background: '#ef4444',
|
||||
color: 'white',
|
||||
border: 'none',
|
||||
borderRadius: '6px',
|
||||
padding: '6px 12px',
|
||||
fontSize: '12px',
|
||||
cursor: 'pointer',
|
||||
transition: 'background 0.2s ease',
|
||||
}}
|
||||
onClick={() => resetGame?.()}
|
||||
>
|
||||
End Quiz
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Persistent abacus container - stays mounted during entire memorize phase */}
|
||||
<div
|
||||
style={{
|
||||
width: 'min(90vw, 800px)',
|
||||
height: 'min(70vh, 500px)',
|
||||
display: isDisplayPhaseActive ? 'flex' : 'none',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
margin: '0 auto',
|
||||
transition: 'opacity 0.3s ease',
|
||||
overflow: 'visible',
|
||||
padding: '20px 12px',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
width: '100%',
|
||||
height: '100%',
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
gap: '20px',
|
||||
}}
|
||||
>
|
||||
{/* Persistent abacus with smooth bead animations and dynamically calculated columns */}
|
||||
<AbacusReact
|
||||
value={currentCard?.number || 0}
|
||||
columns={maxColumns}
|
||||
beadShape={appConfig.beadShape}
|
||||
colorScheme={appConfig.colorScheme}
|
||||
hideInactiveBeads={appConfig.hideInactiveBeads}
|
||||
scaleFactor={5.5}
|
||||
interactive={false}
|
||||
showNumbers={false}
|
||||
animated={true}
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
848
apps/web/src/arcade-games/memory-quiz/components/InputPhase.tsx
Normal file
848
apps/web/src/arcade-games/memory-quiz/components/InputPhase.tsx
Normal file
@@ -0,0 +1,848 @@
|
||||
import { useCallback, useEffect, useState } from 'react'
|
||||
import { isPrefix } from '@/lib/memory-quiz-utils'
|
||||
import { useMemoryQuiz } from '../Provider'
|
||||
import { CardGrid } from './CardGrid'
|
||||
|
||||
export function InputPhase() {
|
||||
const { state, dispatch, acceptNumber, rejectNumber, setInput, showResults } = useMemoryQuiz()
|
||||
const [displayFeedback, setDisplayFeedback] = useState<'neutral' | 'correct' | 'incorrect'>(
|
||||
'neutral'
|
||||
)
|
||||
|
||||
// Use keyboard state from parent state instead of local state
|
||||
const { hasPhysicalKeyboard, testingMode, showOnScreenKeyboard } = state
|
||||
|
||||
// Debug: Log state changes and detect what's causing re-renders
|
||||
useEffect(() => {
|
||||
console.log('🔍 Keyboard state changed:', {
|
||||
hasPhysicalKeyboard,
|
||||
testingMode,
|
||||
showOnScreenKeyboard,
|
||||
})
|
||||
console.trace('🔍 State change trace:')
|
||||
}, [hasPhysicalKeyboard, testingMode, showOnScreenKeyboard])
|
||||
|
||||
// Debug: Monitor for unexpected state resets
|
||||
useEffect(() => {
|
||||
if (showOnScreenKeyboard) {
|
||||
const timer = setTimeout(() => {
|
||||
if (!showOnScreenKeyboard) {
|
||||
console.error('🚨 Keyboard was unexpectedly hidden!')
|
||||
}
|
||||
}, 1000)
|
||||
return () => clearTimeout(timer)
|
||||
}
|
||||
}, [showOnScreenKeyboard])
|
||||
|
||||
// Detect physical keyboard availability (disabled when testing mode is active)
|
||||
useEffect(() => {
|
||||
// Skip keyboard detection entirely when testing mode is enabled
|
||||
if (testingMode) {
|
||||
console.log('🧪 Testing mode enabled - skipping keyboard detection')
|
||||
return
|
||||
}
|
||||
|
||||
let detectionTimer: NodeJS.Timeout | null = null
|
||||
|
||||
const detectKeyboard = () => {
|
||||
// Method 1: Check if device supports keyboard via media queries
|
||||
const hasKeyboardSupport =
|
||||
window.matchMedia('(pointer: fine)').matches && window.matchMedia('(hover: hover)').matches
|
||||
|
||||
// Method 2: Check if device is likely touch-only
|
||||
const isTouchDevice =
|
||||
'ontouchstart' in window ||
|
||||
navigator.maxTouchPoints > 0 ||
|
||||
/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)
|
||||
|
||||
// Method 3: Check viewport characteristics for mobile devices
|
||||
const isMobileViewport = window.innerWidth <= 768 && window.innerHeight <= 1024
|
||||
|
||||
// Combined heuristic: assume no physical keyboard if:
|
||||
// - It's a touch device AND has mobile viewport AND lacks precise pointer
|
||||
const likelyNoKeyboard = isTouchDevice && isMobileViewport && !hasKeyboardSupport
|
||||
|
||||
console.log('⌨️ Keyboard detection result:', !likelyNoKeyboard)
|
||||
dispatch({
|
||||
type: 'SET_PHYSICAL_KEYBOARD',
|
||||
hasKeyboard: !likelyNoKeyboard,
|
||||
})
|
||||
}
|
||||
|
||||
// Test for actual keyboard input within 3 seconds
|
||||
let keyboardDetected = false
|
||||
const handleFirstKeyPress = (e: KeyboardEvent) => {
|
||||
if (/^[0-9]$/.test(e.key)) {
|
||||
console.log('⌨️ Physical keyboard detected via keypress')
|
||||
keyboardDetected = true
|
||||
dispatch({ type: 'SET_PHYSICAL_KEYBOARD', hasKeyboard: true })
|
||||
document.removeEventListener('keypress', handleFirstKeyPress)
|
||||
if (detectionTimer) clearTimeout(detectionTimer)
|
||||
}
|
||||
}
|
||||
|
||||
// Start detection
|
||||
document.addEventListener('keypress', handleFirstKeyPress)
|
||||
|
||||
// Fallback to heuristic detection after 3 seconds
|
||||
detectionTimer = setTimeout(() => {
|
||||
if (!keyboardDetected) {
|
||||
console.log('⌨️ Using fallback keyboard detection')
|
||||
detectKeyboard()
|
||||
}
|
||||
document.removeEventListener('keypress', handleFirstKeyPress)
|
||||
}, 3000)
|
||||
|
||||
// Initial heuristic detection (but don't commit to it yet)
|
||||
const initialDetection = setTimeout(detectKeyboard, 100)
|
||||
|
||||
return () => {
|
||||
document.removeEventListener('keypress', handleFirstKeyPress)
|
||||
if (detectionTimer) clearTimeout(detectionTimer)
|
||||
clearTimeout(initialDetection)
|
||||
}
|
||||
}, [testingMode, dispatch])
|
||||
|
||||
const acceptCorrectNumber = useCallback(
|
||||
(number: number) => {
|
||||
acceptNumber?.(number)
|
||||
// setInput('') is called inside acceptNumber action creator
|
||||
setDisplayFeedback('correct')
|
||||
|
||||
setTimeout(() => setDisplayFeedback('neutral'), 500)
|
||||
|
||||
// Auto-finish if all found
|
||||
if (state.foundNumbers.length + 1 === state.correctAnswers.length) {
|
||||
setTimeout(() => showResults?.(), 1000)
|
||||
}
|
||||
},
|
||||
[acceptNumber, showResults, state.foundNumbers.length, state.correctAnswers.length]
|
||||
)
|
||||
|
||||
const handleIncorrectGuess = useCallback(() => {
|
||||
const wrongNumber = parseInt(state.currentInput, 10)
|
||||
if (!Number.isNaN(wrongNumber)) {
|
||||
dispatch({ type: 'ADD_WRONG_GUESS_ANIMATION', number: wrongNumber })
|
||||
// Clear wrong guess animations after explosion
|
||||
setTimeout(() => {
|
||||
dispatch({ type: 'CLEAR_WRONG_GUESS_ANIMATIONS' })
|
||||
}, 1500)
|
||||
}
|
||||
|
||||
rejectNumber?.()
|
||||
// setInput('') is called inside rejectNumber action creator
|
||||
setDisplayFeedback('incorrect')
|
||||
|
||||
setTimeout(() => setDisplayFeedback('neutral'), 500)
|
||||
|
||||
// Auto-finish if out of guesses
|
||||
if (state.guessesRemaining - 1 === 0) {
|
||||
setTimeout(() => showResults?.(), 1000)
|
||||
}
|
||||
}, [state.currentInput, dispatch, rejectNumber, showResults, state.guessesRemaining])
|
||||
|
||||
// Simple keyboard event handlers that will be defined after callbacks
|
||||
const handleKeyboardInput = useCallback(
|
||||
(key: string) => {
|
||||
// Handle number input
|
||||
if (/^[0-9]$/.test(key)) {
|
||||
// Only handle if input phase is active and guesses remain
|
||||
if (state.guessesRemaining === 0) return
|
||||
|
||||
// Update input with new key
|
||||
const newInput = state.currentInput + key
|
||||
setInput?.(newInput)
|
||||
|
||||
// Clear any existing timeout
|
||||
if (state.prefixAcceptanceTimeout) {
|
||||
clearTimeout(state.prefixAcceptanceTimeout)
|
||||
dispatch({ type: 'SET_PREFIX_TIMEOUT', timeout: null })
|
||||
}
|
||||
|
||||
setDisplayFeedback('neutral')
|
||||
|
||||
const number = parseInt(newInput, 10)
|
||||
if (Number.isNaN(number)) return
|
||||
|
||||
// Check if correct and not already found
|
||||
if (state.correctAnswers.includes(number) && !state.foundNumbers.includes(number)) {
|
||||
if (!isPrefix(newInput, state.correctAnswers, state.foundNumbers)) {
|
||||
acceptCorrectNumber(number)
|
||||
} else {
|
||||
const timeout = setTimeout(() => {
|
||||
acceptCorrectNumber(number)
|
||||
}, 500)
|
||||
dispatch({ type: 'SET_PREFIX_TIMEOUT', timeout })
|
||||
}
|
||||
} else {
|
||||
// Check if this input could be a valid prefix or complete number
|
||||
const couldBePrefix = state.correctAnswers.some((n) => n.toString().startsWith(newInput))
|
||||
const isCompleteWrongNumber = !state.correctAnswers.includes(number) && !couldBePrefix
|
||||
|
||||
// Trigger explosion if:
|
||||
// 1. It's a complete wrong number (length >= 2 or can't be a prefix)
|
||||
// 2. It's a single digit that can't possibly be a prefix of any target
|
||||
if ((newInput.length >= 2 || isCompleteWrongNumber) && state.guessesRemaining > 0) {
|
||||
handleIncorrectGuess()
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
[
|
||||
state.currentInput,
|
||||
state.prefixAcceptanceTimeout,
|
||||
state.correctAnswers,
|
||||
state.foundNumbers,
|
||||
state.guessesRemaining,
|
||||
dispatch,
|
||||
setInput,
|
||||
acceptCorrectNumber,
|
||||
handleIncorrectGuess,
|
||||
]
|
||||
)
|
||||
|
||||
const handleKeyboardBackspace = useCallback(() => {
|
||||
if (state.currentInput.length > 0) {
|
||||
const newInput = state.currentInput.slice(0, -1)
|
||||
setInput?.(newInput)
|
||||
|
||||
// Clear any existing timeout
|
||||
if (state.prefixAcceptanceTimeout) {
|
||||
clearTimeout(state.prefixAcceptanceTimeout)
|
||||
dispatch({ type: 'SET_PREFIX_TIMEOUT', timeout: null })
|
||||
}
|
||||
|
||||
setDisplayFeedback('neutral')
|
||||
}
|
||||
}, [state.currentInput, state.prefixAcceptanceTimeout, dispatch, setInput])
|
||||
|
||||
// Set up global keyboard listeners
|
||||
useEffect(() => {
|
||||
const handleKeyDown = (e: KeyboardEvent) => {
|
||||
// Only handle backspace/delete on keydown to prevent repetition
|
||||
if (e.key === 'Backspace' || e.key === 'Delete') {
|
||||
e.preventDefault()
|
||||
handleKeyboardBackspace()
|
||||
}
|
||||
}
|
||||
|
||||
const handleKeyPressEvent = (e: KeyboardEvent) => {
|
||||
// Handle number input
|
||||
if (/^[0-9]$/.test(e.key)) {
|
||||
handleKeyboardInput(e.key)
|
||||
}
|
||||
}
|
||||
|
||||
document.addEventListener('keydown', handleKeyDown)
|
||||
document.addEventListener('keypress', handleKeyPressEvent)
|
||||
|
||||
return () => {
|
||||
document.removeEventListener('keydown', handleKeyDown)
|
||||
document.removeEventListener('keypress', handleKeyPressEvent)
|
||||
}
|
||||
}, [handleKeyboardInput, handleKeyboardBackspace])
|
||||
|
||||
const hasFoundSome = state.foundNumbers.length > 0
|
||||
const hasFoundAll = state.foundNumbers.length === state.correctAnswers.length
|
||||
const outOfGuesses = state.guessesRemaining === 0
|
||||
const showFinishButtons = hasFoundAll || outOfGuesses || hasFoundSome
|
||||
|
||||
return (
|
||||
<div
|
||||
style={{
|
||||
textAlign: 'center',
|
||||
padding: '12px',
|
||||
paddingBottom:
|
||||
(hasPhysicalKeyboard === false || testingMode) && state.guessesRemaining > 0
|
||||
? '100px'
|
||||
: '12px', // Add space for keyboard
|
||||
maxWidth: '800px',
|
||||
margin: '0 auto',
|
||||
height: '100%',
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
justifyContent: 'flex-start',
|
||||
}}
|
||||
>
|
||||
<h3
|
||||
style={{
|
||||
marginBottom: '16px',
|
||||
color: '#1f2937',
|
||||
fontSize: '18px',
|
||||
fontWeight: '600',
|
||||
}}
|
||||
>
|
||||
Enter the Numbers You Remember
|
||||
</h3>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
justifyContent: 'center',
|
||||
gap: '16px',
|
||||
marginBottom: '20px',
|
||||
padding: '16px',
|
||||
background: '#f9fafb',
|
||||
borderRadius: '8px',
|
||||
flexWrap: 'wrap',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
alignItems: 'center',
|
||||
minWidth: '80px',
|
||||
}}
|
||||
>
|
||||
<span
|
||||
style={{
|
||||
fontSize: '12px',
|
||||
color: '#6b7280',
|
||||
fontWeight: '500',
|
||||
}}
|
||||
>
|
||||
Cards shown:
|
||||
</span>
|
||||
<span
|
||||
style={{
|
||||
fontSize: '20px',
|
||||
fontWeight: 'bold',
|
||||
color: '#1f2937',
|
||||
}}
|
||||
>
|
||||
{state.quizCards.length}
|
||||
</span>
|
||||
</div>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
alignItems: 'center',
|
||||
minWidth: '80px',
|
||||
}}
|
||||
>
|
||||
<span
|
||||
style={{
|
||||
fontSize: '12px',
|
||||
color: '#6b7280',
|
||||
fontWeight: '500',
|
||||
}}
|
||||
>
|
||||
Guesses left:
|
||||
</span>
|
||||
<span
|
||||
style={{
|
||||
fontSize: '20px',
|
||||
fontWeight: 'bold',
|
||||
color: '#1f2937',
|
||||
}}
|
||||
>
|
||||
{state.guessesRemaining}
|
||||
</span>
|
||||
</div>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
alignItems: 'center',
|
||||
minWidth: '80px',
|
||||
}}
|
||||
>
|
||||
<span
|
||||
style={{
|
||||
fontSize: '12px',
|
||||
color: '#6b7280',
|
||||
fontWeight: '500',
|
||||
}}
|
||||
>
|
||||
Found:
|
||||
</span>
|
||||
<span
|
||||
style={{
|
||||
fontSize: '20px',
|
||||
fontWeight: 'bold',
|
||||
color: '#1f2937',
|
||||
}}
|
||||
>
|
||||
{state.foundNumbers.length}
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Live Scoreboard - Competitive Mode Only */}
|
||||
{state.playMode === 'competitive' &&
|
||||
state.activePlayers &&
|
||||
state.activePlayers.length > 1 && (
|
||||
<div
|
||||
style={{
|
||||
marginBottom: '16px',
|
||||
padding: '12px',
|
||||
background: 'linear-gradient(135deg, #fef3c7 0%, #fde68a 100%)',
|
||||
borderRadius: '8px',
|
||||
border: '2px solid #f59e0b',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
fontSize: '12px',
|
||||
fontWeight: 'bold',
|
||||
color: '#92400e',
|
||||
marginBottom: '8px',
|
||||
textAlign: 'center',
|
||||
}}
|
||||
>
|
||||
🏆 LIVE SCOREBOARD
|
||||
</div>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '6px',
|
||||
}}
|
||||
>
|
||||
{(() => {
|
||||
// Group players by userId
|
||||
const userTeams = new Map<
|
||||
string,
|
||||
{ userId: string; players: any[]; score: { correct: number; incorrect: number } }
|
||||
>()
|
||||
|
||||
console.log('📊 [InputPhase] Building scoreboard:', {
|
||||
activePlayers: state.activePlayers,
|
||||
playerMetadata: state.playerMetadata,
|
||||
playerScores: state.playerScores,
|
||||
})
|
||||
|
||||
for (const playerId of state.activePlayers) {
|
||||
const metadata = state.playerMetadata?.[playerId]
|
||||
const userId = metadata?.userId
|
||||
console.log('📊 [InputPhase] Processing player for scoreboard:', {
|
||||
playerId,
|
||||
metadata,
|
||||
userId,
|
||||
})
|
||||
if (!userId) continue
|
||||
|
||||
if (!userTeams.has(userId)) {
|
||||
userTeams.set(userId, {
|
||||
userId,
|
||||
players: [],
|
||||
score: state.playerScores?.[userId] || { correct: 0, incorrect: 0 },
|
||||
})
|
||||
}
|
||||
userTeams.get(userId)!.players.push(metadata)
|
||||
}
|
||||
|
||||
console.log('📊 [InputPhase] UserTeams created:', {
|
||||
count: userTeams.size,
|
||||
teams: Array.from(userTeams.entries()),
|
||||
})
|
||||
|
||||
// Sort teams by score
|
||||
return Array.from(userTeams.values())
|
||||
.sort((a, b) => {
|
||||
const aScore = a.score.correct - a.score.incorrect * 0.5
|
||||
const bScore = b.score.correct - b.score.incorrect * 0.5
|
||||
return bScore - aScore
|
||||
})
|
||||
.map((team, index) => {
|
||||
const netScore = team.score.correct - team.score.incorrect * 0.5
|
||||
return (
|
||||
<div
|
||||
key={team.userId}
|
||||
style={{
|
||||
padding: '10px 12px',
|
||||
background: index === 0 ? '#fef3c7' : 'white',
|
||||
borderRadius: '8px',
|
||||
border: index === 0 ? '2px solid #f59e0b' : '1px solid #e5e7eb',
|
||||
}}
|
||||
>
|
||||
{/* Team header with rank and stats */}
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'space-between',
|
||||
marginBottom: '8px',
|
||||
}}
|
||||
>
|
||||
<div style={{ display: 'flex', alignItems: 'center', gap: '8px' }}>
|
||||
<span style={{ fontSize: '18px' }}>
|
||||
{index === 0 ? '👑' : `${index + 1}.`}
|
||||
</span>
|
||||
<span
|
||||
style={{
|
||||
fontWeight: 'bold',
|
||||
fontSize: '16px',
|
||||
color: '#1f2937',
|
||||
}}
|
||||
>
|
||||
Score: {netScore.toFixed(1)}
|
||||
</span>
|
||||
</div>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
gap: '10px',
|
||||
fontSize: '14px',
|
||||
}}
|
||||
>
|
||||
<span style={{ color: '#10b981', fontWeight: 'bold' }}>
|
||||
✓{team.score.correct}
|
||||
</span>
|
||||
<span style={{ color: '#ef4444', fontWeight: 'bold' }}>
|
||||
✗{team.score.incorrect}
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
{/* Players list */}
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '4px',
|
||||
paddingLeft: '26px',
|
||||
}}
|
||||
>
|
||||
{team.players.map((player, i) => (
|
||||
<div
|
||||
key={i}
|
||||
style={{
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
gap: '6px',
|
||||
fontSize: '13px',
|
||||
}}
|
||||
>
|
||||
<span style={{ fontSize: '16px' }}>{player?.emoji || '🎮'}</span>
|
||||
<span
|
||||
style={{
|
||||
color: '#1f2937',
|
||||
fontWeight: '500',
|
||||
}}
|
||||
>
|
||||
{player?.name || `Player ${i + 1}`}
|
||||
</span>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
})
|
||||
})()}
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
|
||||
<div
|
||||
style={{
|
||||
position: 'relative',
|
||||
margin: '16px 0',
|
||||
textAlign: 'center',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
fontSize: '12px',
|
||||
color: '#6b7280',
|
||||
marginBottom: '8px',
|
||||
fontWeight: '500',
|
||||
}}
|
||||
>
|
||||
{state.guessesRemaining === 0
|
||||
? '🚫 No more guesses available'
|
||||
: '⌨️ Type the numbers you remember'}
|
||||
</div>
|
||||
|
||||
{/* Testing control - remove in production */}
|
||||
<div
|
||||
style={{
|
||||
fontSize: '10px',
|
||||
color: '#9ca3af',
|
||||
marginBottom: '4px',
|
||||
}}
|
||||
>
|
||||
<label
|
||||
style={{
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
gap: '4px',
|
||||
justifyContent: 'center',
|
||||
}}
|
||||
>
|
||||
<input
|
||||
type="checkbox"
|
||||
checked={testingMode}
|
||||
onChange={(e) =>
|
||||
dispatch({
|
||||
type: 'SET_TESTING_MODE',
|
||||
enabled: e.target.checked,
|
||||
})
|
||||
}
|
||||
/>
|
||||
Test on-screen keyboard (for demo)
|
||||
</label>
|
||||
<div style={{ fontSize: '9px', opacity: 0.7 }}>
|
||||
Keyboard detected:{' '}
|
||||
{hasPhysicalKeyboard === null ? 'detecting...' : hasPhysicalKeyboard ? 'yes' : 'no'}
|
||||
</div>
|
||||
</div>
|
||||
<div
|
||||
style={{
|
||||
minHeight: '50px',
|
||||
padding: '12px 16px',
|
||||
fontSize: '22px',
|
||||
fontFamily: 'system-ui, -apple-system, sans-serif',
|
||||
textAlign: 'center',
|
||||
fontWeight: '600',
|
||||
color: state.guessesRemaining === 0 ? '#6b7280' : '#1f2937',
|
||||
letterSpacing: '1px',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
transition: 'all 0.3s ease',
|
||||
background:
|
||||
displayFeedback === 'correct'
|
||||
? 'linear-gradient(45deg, #d4edda, #c3e6cb)'
|
||||
: displayFeedback === 'incorrect'
|
||||
? 'linear-gradient(45deg, #f8d7da, #f1b0b7)'
|
||||
: state.guessesRemaining === 0
|
||||
? '#e5e7eb'
|
||||
: 'linear-gradient(135deg, #f0f8ff, #e6f3ff)',
|
||||
borderRadius: '12px',
|
||||
position: 'relative',
|
||||
border: '2px solid',
|
||||
borderColor:
|
||||
displayFeedback === 'correct'
|
||||
? '#28a745'
|
||||
: displayFeedback === 'incorrect'
|
||||
? '#dc3545'
|
||||
: state.guessesRemaining === 0
|
||||
? '#9ca3af'
|
||||
: '#3b82f6',
|
||||
boxShadow:
|
||||
displayFeedback === 'correct'
|
||||
? '0 4px 12px rgba(40, 167, 69, 0.2)'
|
||||
: displayFeedback === 'incorrect'
|
||||
? '0 4px 12px rgba(220, 53, 69, 0.2)'
|
||||
: '0 4px 12px rgba(59, 130, 246, 0.15)',
|
||||
cursor: state.guessesRemaining === 0 ? 'not-allowed' : 'pointer',
|
||||
}}
|
||||
>
|
||||
<span style={{ opacity: 1, position: 'relative' }}>
|
||||
{state.guessesRemaining === 0
|
||||
? '🔒 Game Over'
|
||||
: state.currentInput || (
|
||||
<span
|
||||
style={{
|
||||
color: '#74c0fc',
|
||||
opacity: 0.8,
|
||||
fontStyle: 'normal',
|
||||
fontSize: '20px',
|
||||
}}
|
||||
>
|
||||
💭 Think & Type
|
||||
</span>
|
||||
)}
|
||||
{state.currentInput && (
|
||||
<span
|
||||
style={{
|
||||
position: 'absolute',
|
||||
right: '-8px',
|
||||
top: '50%',
|
||||
transform: 'translateY(-50%)',
|
||||
width: '2px',
|
||||
height: '20px',
|
||||
background: '#3b82f6',
|
||||
animation: 'blink 1s infinite',
|
||||
}}
|
||||
/>
|
||||
)}
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Visual card grid showing cards the user was shown */}
|
||||
<div
|
||||
style={{
|
||||
marginTop: '12px',
|
||||
flex: 1,
|
||||
overflow: 'auto',
|
||||
minHeight: '0',
|
||||
}}
|
||||
>
|
||||
<CardGrid state={state} />
|
||||
</div>
|
||||
|
||||
{/* Wrong guess explosion animations */}
|
||||
<div
|
||||
style={{
|
||||
position: 'fixed',
|
||||
top: 0,
|
||||
left: 0,
|
||||
width: '100vw',
|
||||
height: '100vh',
|
||||
pointerEvents: 'none',
|
||||
zIndex: 1000,
|
||||
}}
|
||||
>
|
||||
{state.wrongGuessAnimations.map((animation) => (
|
||||
<div
|
||||
key={animation.id}
|
||||
style={{
|
||||
position: 'absolute',
|
||||
top: '50%',
|
||||
left: '50%',
|
||||
transform: 'translate(-50%, -50%)',
|
||||
fontSize: '48px',
|
||||
fontWeight: 'bold',
|
||||
color: '#ef4444',
|
||||
textShadow: '2px 2px 4px rgba(0, 0, 0, 0.3)',
|
||||
animation: 'explode 1.5s ease-out forwards',
|
||||
}}
|
||||
>
|
||||
{animation.number}
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
|
||||
{/* Simple fixed keyboard bar - appears when needed, no hiding of game elements */}
|
||||
{(hasPhysicalKeyboard === false || testingMode) && state.guessesRemaining > 0 && (
|
||||
<div
|
||||
style={{
|
||||
position: 'fixed',
|
||||
bottom: 0,
|
||||
left: 0,
|
||||
right: 0,
|
||||
background: 'linear-gradient(135deg, #f8fafc 0%, #e2e8f0 100%)',
|
||||
borderTop: '2px solid #3b82f6',
|
||||
padding: '12px',
|
||||
zIndex: 1000,
|
||||
display: 'flex',
|
||||
gap: '8px',
|
||||
justifyContent: 'center',
|
||||
flexWrap: 'wrap',
|
||||
boxShadow: '0 -4px 12px rgba(0, 0, 0, 0.1)',
|
||||
}}
|
||||
>
|
||||
{[1, 2, 3, 4, 5, 6, 7, 8, 9, 0].map((digit) => (
|
||||
<button
|
||||
key={digit}
|
||||
style={{
|
||||
padding: '12px 16px',
|
||||
border: '2px solid #e5e7eb',
|
||||
borderRadius: '8px',
|
||||
background: 'white',
|
||||
fontSize: '18px',
|
||||
fontWeight: 'bold',
|
||||
color: '#1f2937',
|
||||
cursor: 'pointer',
|
||||
minWidth: '50px',
|
||||
minHeight: '50px',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
userSelect: 'none',
|
||||
boxShadow: '0 2px 4px rgba(0, 0, 0, 0.1)',
|
||||
transition: 'all 0.15s ease',
|
||||
}}
|
||||
onMouseDown={(e) => {
|
||||
e.currentTarget.style.transform = 'scale(0.95)'
|
||||
e.currentTarget.style.background = '#f3f4f6'
|
||||
e.currentTarget.style.borderColor = '#3b82f6'
|
||||
}}
|
||||
onMouseUp={(e) => {
|
||||
e.currentTarget.style.transform = 'scale(1)'
|
||||
e.currentTarget.style.background = 'white'
|
||||
e.currentTarget.style.borderColor = '#e5e7eb'
|
||||
}}
|
||||
onMouseLeave={(e) => {
|
||||
e.currentTarget.style.transform = 'scale(1)'
|
||||
e.currentTarget.style.background = 'white'
|
||||
e.currentTarget.style.borderColor = '#e5e7eb'
|
||||
}}
|
||||
onClick={() => handleKeyboardInput(digit.toString())}
|
||||
>
|
||||
{digit}
|
||||
</button>
|
||||
))}
|
||||
<button
|
||||
style={{
|
||||
padding: '12px 16px',
|
||||
border: '2px solid #dc2626',
|
||||
borderRadius: '8px',
|
||||
background: state.currentInput.length > 0 ? '#fef2f2' : '#f9fafb',
|
||||
fontSize: '14px',
|
||||
fontWeight: 'bold',
|
||||
color: state.currentInput.length > 0 ? '#dc2626' : '#9ca3af',
|
||||
cursor: state.currentInput.length > 0 ? 'pointer' : 'not-allowed',
|
||||
minWidth: '70px',
|
||||
minHeight: '50px',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
userSelect: 'none',
|
||||
transition: 'all 0.15s ease',
|
||||
}}
|
||||
disabled={state.currentInput.length === 0}
|
||||
onClick={handleKeyboardBackspace}
|
||||
>
|
||||
⌫
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{showFinishButtons && (
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
justifyContent: 'center',
|
||||
gap: '8px',
|
||||
marginTop: '12px',
|
||||
paddingTop: '12px',
|
||||
borderTop: '1px solid #e5e7eb',
|
||||
flexWrap: 'wrap',
|
||||
}}
|
||||
>
|
||||
<button
|
||||
style={{
|
||||
padding: '10px 20px',
|
||||
border: 'none',
|
||||
borderRadius: '6px',
|
||||
fontSize: '14px',
|
||||
fontWeight: 'bold',
|
||||
cursor: 'pointer',
|
||||
transition: 'all 0.2s ease',
|
||||
background: '#3b82f6',
|
||||
color: 'white',
|
||||
minWidth: '120px',
|
||||
}}
|
||||
onClick={() => showResults?.()}
|
||||
>
|
||||
{hasFoundAll ? 'Finish Quiz' : 'Show Results'}
|
||||
</button>
|
||||
{hasFoundSome && !hasFoundAll && !outOfGuesses && (
|
||||
<button
|
||||
style={{
|
||||
padding: '10px 20px',
|
||||
border: 'none',
|
||||
borderRadius: '6px',
|
||||
fontSize: '14px',
|
||||
fontWeight: 'bold',
|
||||
cursor: 'pointer',
|
||||
transition: 'all 0.2s ease',
|
||||
background: '#6b7280',
|
||||
color: 'white',
|
||||
minWidth: '120px',
|
||||
}}
|
||||
onClick={() => showResults?.()}
|
||||
>
|
||||
Can't Remember More
|
||||
</button>
|
||||
)}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,157 @@
|
||||
'use client'
|
||||
|
||||
import Link from 'next/link'
|
||||
import { useRouter } from 'next/navigation'
|
||||
import { PageWithNav } from '@/components/PageWithNav'
|
||||
import { css } from '../../../../styled-system/css'
|
||||
import { useMemoryQuiz } from '../Provider'
|
||||
import { DisplayPhase } from './DisplayPhase'
|
||||
import { InputPhase } from './InputPhase'
|
||||
import { ResultsPhase } from './ResultsPhase'
|
||||
import { SetupPhase } from './SetupPhase'
|
||||
|
||||
// CSS animations that need to be global
|
||||
const globalAnimations = `
|
||||
@keyframes pulse {
|
||||
0% { transform: scale(1); box-shadow: 0 4px 12px rgba(59, 130, 246, 0.3); }
|
||||
50% { transform: scale(1.05); box-shadow: 0 6px 20px rgba(59, 130, 246, 0.5); }
|
||||
100% { transform: scale(1); box-shadow: 0 4px 12px rgba(59, 130, 246, 0.3); }
|
||||
}
|
||||
|
||||
@keyframes subtlePageFlash {
|
||||
0% { background: linear-gradient(to bottom right, #f0fdf4, #ecfdf5); }
|
||||
50% { background: linear-gradient(to bottom right, #dcfce7, #d1fae5); }
|
||||
100% { background: linear-gradient(to bottom right, #f0fdf4, #ecfdf5); }
|
||||
}
|
||||
|
||||
@keyframes fadeInScale {
|
||||
from { opacity: 0; transform: scale(0.8); }
|
||||
to { opacity: 1; transform: scale(1); }
|
||||
}
|
||||
|
||||
@keyframes explode {
|
||||
0% {
|
||||
opacity: 1;
|
||||
transform: translate(-50%, -50%) scale(1);
|
||||
}
|
||||
50% {
|
||||
opacity: 1;
|
||||
transform: translate(-50%, -50%) scale(1.5);
|
||||
}
|
||||
100% {
|
||||
opacity: 0;
|
||||
transform: translate(-50%, -50%) scale(2) rotate(180deg);
|
||||
}
|
||||
}
|
||||
|
||||
@keyframes blink {
|
||||
0%, 50% { opacity: 1; }
|
||||
51%, 100% { opacity: 0; }
|
||||
}
|
||||
|
||||
@keyframes slideUp {
|
||||
from {
|
||||
opacity: 0;
|
||||
transform: translateX(-50%) translateY(20px);
|
||||
}
|
||||
to {
|
||||
opacity: 1;
|
||||
transform: translateX(-50%) translateY(0);
|
||||
}
|
||||
}
|
||||
`
|
||||
|
||||
export function MemoryQuizGame() {
|
||||
const router = useRouter()
|
||||
const { state, exitSession, resetGame } = useMemoryQuiz()
|
||||
|
||||
return (
|
||||
<PageWithNav
|
||||
navTitle="Memory Lightning"
|
||||
navEmoji="🧠"
|
||||
emphasizePlayerSelection={state.gamePhase === 'setup'}
|
||||
onExitSession={() => {
|
||||
exitSession?.()
|
||||
router.push('/arcade')
|
||||
}}
|
||||
onNewGame={() => {
|
||||
resetGame?.()
|
||||
}}
|
||||
>
|
||||
<style dangerouslySetInnerHTML={{ __html: globalAnimations }} />
|
||||
|
||||
<div
|
||||
style={{
|
||||
flex: 1,
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
overflow: 'auto',
|
||||
padding: '20px 8px',
|
||||
minHeight: '100vh',
|
||||
background: 'linear-gradient(135deg, #f8fafc, #e2e8f0)',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
maxWidth: '100%',
|
||||
margin: '0 auto',
|
||||
flex: 1,
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
textAlign: 'center',
|
||||
mb: '4',
|
||||
flexShrink: 0,
|
||||
})}
|
||||
>
|
||||
<Link
|
||||
href="/arcade"
|
||||
className={css({
|
||||
display: 'inline-flex',
|
||||
alignItems: 'center',
|
||||
color: 'gray.600',
|
||||
textDecoration: 'none',
|
||||
mb: '4',
|
||||
_hover: { color: 'gray.800' },
|
||||
})}
|
||||
>
|
||||
← Back to Champion Arena
|
||||
</Link>
|
||||
</div>
|
||||
|
||||
<div
|
||||
className={css({
|
||||
bg: 'white',
|
||||
rounded: 'xl',
|
||||
shadow: 'xl',
|
||||
overflow: 'hidden',
|
||||
border: '1px solid',
|
||||
borderColor: 'gray.200',
|
||||
flex: 1,
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
maxHeight: '100%',
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
flex: 1,
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
overflow: 'auto',
|
||||
})}
|
||||
>
|
||||
{state.gamePhase === 'setup' && <SetupPhase />}
|
||||
{state.gamePhase === 'display' && <DisplayPhase />}
|
||||
{state.gamePhase === 'input' && <InputPhase key="input-phase" />}
|
||||
{state.gamePhase === 'results' && <ResultsPhase />}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</PageWithNav>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,254 @@
|
||||
import { AbacusReact } from '@soroban/abacus-react'
|
||||
import type { MemoryQuizState } from '../types'
|
||||
|
||||
interface ResultsCardGridProps {
|
||||
state: MemoryQuizState
|
||||
}
|
||||
|
||||
export function ResultsCardGrid({ state }: ResultsCardGridProps) {
|
||||
if (state.quizCards.length === 0) return null
|
||||
|
||||
// Calculate optimal grid layout based on number of cards (same as CardGrid)
|
||||
const cardCount = state.quizCards.length
|
||||
|
||||
// Define static grid classes that Panda can generate (same as CardGrid)
|
||||
const getGridClass = (count: number) => {
|
||||
if (count <= 2) return 'repeat(2, 1fr)'
|
||||
if (count <= 4) return 'repeat(2, 1fr)'
|
||||
if (count <= 6) return 'repeat(3, 1fr)'
|
||||
if (count <= 9) return 'repeat(3, 1fr)'
|
||||
if (count <= 12) return 'repeat(4, 1fr)'
|
||||
return 'repeat(5, 1fr)'
|
||||
}
|
||||
|
||||
const getCardSize = (count: number) => {
|
||||
if (count <= 2) return { minSize: '180px', cardHeight: '160px' }
|
||||
if (count <= 4) return { minSize: '160px', cardHeight: '150px' }
|
||||
if (count <= 6) return { minSize: '140px', cardHeight: '140px' }
|
||||
if (count <= 9) return { minSize: '120px', cardHeight: '130px' }
|
||||
if (count <= 12) return { minSize: '110px', cardHeight: '120px' }
|
||||
return { minSize: '100px', cardHeight: '110px' }
|
||||
}
|
||||
|
||||
const gridClass = getGridClass(cardCount)
|
||||
const cardSize = getCardSize(cardCount)
|
||||
|
||||
return (
|
||||
<div>
|
||||
<div
|
||||
style={{
|
||||
display: 'grid',
|
||||
gap: '8px',
|
||||
padding: '6px',
|
||||
justifyContent: 'center',
|
||||
maxWidth: '100%',
|
||||
margin: '0 auto',
|
||||
gridTemplateColumns: gridClass,
|
||||
}}
|
||||
>
|
||||
{state.quizCards.map((card, index) => {
|
||||
const isRevealed = true // All cards revealed in results
|
||||
const wasFound = state.foundNumbers.includes(card.number)
|
||||
|
||||
return (
|
||||
<div
|
||||
key={`${card.number}-${index}`}
|
||||
style={{
|
||||
perspective: '1000px',
|
||||
position: 'relative',
|
||||
aspectRatio: '3/4',
|
||||
height: cardSize.cardHeight,
|
||||
minWidth: cardSize.minSize,
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
position: 'relative',
|
||||
width: '100%',
|
||||
height: '100%',
|
||||
textAlign: 'center',
|
||||
transition: 'transform 0.8s',
|
||||
transformStyle: 'preserve-3d',
|
||||
transform: isRevealed ? 'rotateY(180deg)' : 'rotateY(0deg)',
|
||||
}}
|
||||
>
|
||||
{/* Card back (hidden state) - not visible in results */}
|
||||
<div
|
||||
style={{
|
||||
position: 'absolute',
|
||||
width: '100%',
|
||||
height: '100%',
|
||||
backfaceVisibility: 'hidden',
|
||||
borderRadius: '8px',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
boxShadow: '0 2px 4px rgba(0, 0, 0, 0.1)',
|
||||
background: 'linear-gradient(135deg, #6c5ce7, #a29bfe)',
|
||||
color: 'white',
|
||||
fontSize: '24px',
|
||||
fontWeight: 'bold',
|
||||
textShadow: '1px 1px 2px rgba(0, 0, 0, 0.3)',
|
||||
border: '2px solid #5f3dc4',
|
||||
}}
|
||||
>
|
||||
<div style={{ opacity: 0.8 }}>?</div>
|
||||
</div>
|
||||
|
||||
{/* Card front (revealed state) with success/failure indicators */}
|
||||
<div
|
||||
style={{
|
||||
position: 'absolute',
|
||||
width: '100%',
|
||||
height: '100%',
|
||||
backfaceVisibility: 'hidden',
|
||||
borderRadius: '8px',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
boxShadow: '0 2px 4px rgba(0, 0, 0, 0.1)',
|
||||
background: 'white',
|
||||
border: '2px solid',
|
||||
borderColor: wasFound ? '#10b981' : '#ef4444',
|
||||
transform: 'rotateY(180deg)',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
width: '100%',
|
||||
height: '100%',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
overflow: 'hidden',
|
||||
padding: '4px',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
width: '100%',
|
||||
height: '100%',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
}}
|
||||
>
|
||||
<AbacusReact
|
||||
value={card.number}
|
||||
columns="auto"
|
||||
beadShape="diamond"
|
||||
colorScheme="place-value"
|
||||
hideInactiveBeads={false}
|
||||
scaleFactor={1.2}
|
||||
interactive={false}
|
||||
showNumbers={false}
|
||||
animated={false}
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Player indicator overlay */}
|
||||
<div
|
||||
style={{
|
||||
position: 'absolute',
|
||||
top: '4px',
|
||||
right: '4px',
|
||||
minWidth: wasFound ? '24px' : '20px',
|
||||
minHeight: '20px',
|
||||
maxHeight: '48px',
|
||||
borderRadius: wasFound ? '8px' : '50%',
|
||||
background: wasFound ? '#10b981' : '#ef4444',
|
||||
color: 'white',
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
fontSize: wasFound ? '14px' : '12px',
|
||||
fontWeight: 'bold',
|
||||
boxShadow: '0 1px 2px rgba(0, 0, 0, 0.2)',
|
||||
padding: wasFound ? '2px' : '0',
|
||||
gap: '1px',
|
||||
overflow: 'hidden',
|
||||
}}
|
||||
>
|
||||
{wasFound
|
||||
? (() => {
|
||||
// Get the userId who found this number
|
||||
const foundByUserId = state.numberFoundBy?.[card.number]
|
||||
if (!foundByUserId) return '✓'
|
||||
|
||||
// Get all players on that team
|
||||
const teamPlayers = state.activePlayers
|
||||
?.filter((playerId) => {
|
||||
const metadata = state.playerMetadata?.[playerId]
|
||||
return metadata?.userId === foundByUserId
|
||||
})
|
||||
.map((playerId) => state.playerMetadata?.[playerId])
|
||||
.filter(Boolean)
|
||||
|
||||
if (!teamPlayers || teamPlayers.length === 0) return '✓'
|
||||
|
||||
// Display emojis (stacked vertically if multiple)
|
||||
return teamPlayers.map((player, idx) => (
|
||||
<span
|
||||
key={idx}
|
||||
style={{
|
||||
lineHeight: '1',
|
||||
fontSize: '14px',
|
||||
}}
|
||||
>
|
||||
{player?.emoji || '🎮'}
|
||||
</span>
|
||||
))
|
||||
})()
|
||||
: '✗'}
|
||||
</div>
|
||||
|
||||
{/* Number label overlay */}
|
||||
<div
|
||||
style={{
|
||||
position: 'absolute',
|
||||
bottom: '4px',
|
||||
left: '4px',
|
||||
padding: '2px 4px',
|
||||
borderRadius: '3px',
|
||||
background: 'rgba(0, 0, 0, 0.7)',
|
||||
color: 'white',
|
||||
fontSize: '10px',
|
||||
fontWeight: 'bold',
|
||||
}}
|
||||
>
|
||||
{card.number}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
|
||||
{/* Summary row for large numbers of cards (same as CardGrid) */}
|
||||
{cardCount > 8 && (
|
||||
<div
|
||||
style={{
|
||||
marginTop: '8px',
|
||||
padding: '6px 8px',
|
||||
background: '#eff6ff',
|
||||
borderRadius: '6px',
|
||||
border: '1px solid #bfdbfe',
|
||||
textAlign: 'center',
|
||||
fontSize: '12px',
|
||||
color: '#1d4ed8',
|
||||
}}
|
||||
>
|
||||
<strong>{state.foundNumbers.length}</strong> of <strong>{cardCount}</strong> cards found
|
||||
{state.foundNumbers.length > 0 && (
|
||||
<span style={{ marginLeft: '6px', fontWeight: 'normal' }}>
|
||||
({Math.round((state.foundNumbers.length / cardCount) * 100)}% complete)
|
||||
</span>
|
||||
)}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,561 @@
|
||||
import { useAbacusConfig } from '@soroban/abacus-react'
|
||||
import { useMemoryQuiz } from '../Provider'
|
||||
import { DIFFICULTY_LEVELS, type DifficultyLevel, type QuizCard } from '../types'
|
||||
import { ResultsCardGrid } from './ResultsCardGrid'
|
||||
|
||||
// Generate quiz cards with difficulty-based number ranges
|
||||
const generateQuizCards = (
|
||||
count: number,
|
||||
difficulty: DifficultyLevel,
|
||||
appConfig: any
|
||||
): QuizCard[] => {
|
||||
const { min, max } = DIFFICULTY_LEVELS[difficulty].range
|
||||
|
||||
// Generate unique numbers - no duplicates allowed
|
||||
const numbers: number[] = []
|
||||
const maxAttempts = (max - min + 1) * 10 // Prevent infinite loops
|
||||
let attempts = 0
|
||||
|
||||
while (numbers.length < count && attempts < maxAttempts) {
|
||||
const newNumber = Math.floor(Math.random() * (max - min + 1)) + min
|
||||
if (!numbers.includes(newNumber)) {
|
||||
numbers.push(newNumber)
|
||||
}
|
||||
attempts++
|
||||
}
|
||||
|
||||
// If we couldn't generate enough unique numbers, fill with sequential numbers
|
||||
if (numbers.length < count) {
|
||||
for (let i = min; i <= max && numbers.length < count; i++) {
|
||||
if (!numbers.includes(i)) {
|
||||
numbers.push(i)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return numbers.map((number) => ({
|
||||
number,
|
||||
svgComponent: <div />, // Placeholder - not used in results phase
|
||||
element: null,
|
||||
}))
|
||||
}
|
||||
|
||||
export function ResultsPhase() {
|
||||
const { state, resetGame, startQuiz } = useMemoryQuiz()
|
||||
const appConfig = useAbacusConfig()
|
||||
const correct = state.foundNumbers.length
|
||||
const total = state.correctAnswers.length
|
||||
const percentage = Math.round((correct / total) * 100)
|
||||
|
||||
return (
|
||||
<div
|
||||
style={{
|
||||
textAlign: 'center',
|
||||
padding: '12px',
|
||||
maxWidth: '800px',
|
||||
margin: '0 auto',
|
||||
height: '100%',
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
justifyContent: 'flex-start',
|
||||
}}
|
||||
>
|
||||
<h3
|
||||
style={{
|
||||
marginBottom: '20px',
|
||||
color: '#1f2937',
|
||||
fontSize: '18px',
|
||||
fontWeight: '600',
|
||||
}}
|
||||
>
|
||||
Quiz Results
|
||||
</h3>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
justifyContent: 'center',
|
||||
alignItems: 'center',
|
||||
gap: '16px',
|
||||
marginBottom: '20px',
|
||||
padding: '16px',
|
||||
background: '#f9fafb',
|
||||
borderRadius: '8px',
|
||||
flexWrap: 'wrap',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
width: '80px',
|
||||
height: '80px',
|
||||
borderRadius: '50%',
|
||||
background: 'linear-gradient(45deg, #3b82f6, #2563eb)',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
color: 'white',
|
||||
fontSize: '18px',
|
||||
fontWeight: 'bold',
|
||||
}}
|
||||
>
|
||||
<span>{percentage}%</span>
|
||||
</div>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '8px',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
justifyContent: 'space-between',
|
||||
gap: '12px',
|
||||
fontSize: '16px',
|
||||
}}
|
||||
>
|
||||
<span style={{ fontWeight: '500', color: '#6b7280' }}>Correct:</span>
|
||||
<span style={{ fontWeight: 'bold' }}>{correct}</span>
|
||||
</div>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
justifyContent: 'space-between',
|
||||
gap: '12px',
|
||||
fontSize: '16px',
|
||||
}}
|
||||
>
|
||||
<span style={{ fontWeight: '500', color: '#6b7280' }}>Total:</span>
|
||||
<span style={{ fontWeight: 'bold' }}>{total}</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Multiplayer Leaderboard - Competitive Mode */}
|
||||
{state.playMode === 'competitive' &&
|
||||
state.activePlayers &&
|
||||
state.activePlayers.length > 1 && (
|
||||
<div
|
||||
style={{
|
||||
marginBottom: '16px',
|
||||
padding: '16px',
|
||||
background: 'linear-gradient(135deg, #fef3c7 0%, #fde68a 100%)',
|
||||
borderRadius: '12px',
|
||||
border: '2px solid #f59e0b',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
fontSize: '16px',
|
||||
fontWeight: 'bold',
|
||||
color: '#92400e',
|
||||
marginBottom: '12px',
|
||||
textAlign: 'center',
|
||||
}}
|
||||
>
|
||||
🏆 FINAL LEADERBOARD
|
||||
</div>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '8px',
|
||||
}}
|
||||
>
|
||||
{(() => {
|
||||
// Group players by userId
|
||||
const userTeams = new Map<
|
||||
string,
|
||||
{ userId: string; players: any[]; score: { correct: number; incorrect: number } }
|
||||
>()
|
||||
|
||||
console.log('🏆 [ResultsPhase] Building leaderboard:', {
|
||||
activePlayers: state.activePlayers,
|
||||
playerMetadata: state.playerMetadata,
|
||||
playerScores: state.playerScores,
|
||||
})
|
||||
|
||||
for (const playerId of state.activePlayers) {
|
||||
const metadata = state.playerMetadata?.[playerId]
|
||||
const userId = metadata?.userId
|
||||
console.log('🏆 [ResultsPhase] Processing player for leaderboard:', {
|
||||
playerId,
|
||||
metadata,
|
||||
userId,
|
||||
})
|
||||
if (!userId) continue
|
||||
|
||||
if (!userTeams.has(userId)) {
|
||||
userTeams.set(userId, {
|
||||
userId,
|
||||
players: [],
|
||||
score: state.playerScores?.[userId] || { correct: 0, incorrect: 0 },
|
||||
})
|
||||
}
|
||||
userTeams.get(userId)!.players.push(metadata)
|
||||
}
|
||||
|
||||
console.log('🏆 [ResultsPhase] UserTeams created:', {
|
||||
count: userTeams.size,
|
||||
teams: Array.from(userTeams.entries()),
|
||||
})
|
||||
|
||||
// Sort teams by score
|
||||
return Array.from(userTeams.values())
|
||||
.sort((a, b) => {
|
||||
const aScore = a.score.correct - a.score.incorrect * 0.5
|
||||
const bScore = b.score.correct - b.score.incorrect * 0.5
|
||||
return bScore - aScore
|
||||
})
|
||||
.map((team, index) => {
|
||||
const netScore = team.score.correct - team.score.incorrect * 0.5
|
||||
return (
|
||||
<div
|
||||
key={team.userId}
|
||||
style={{
|
||||
padding: '14px 16px',
|
||||
background:
|
||||
index === 0
|
||||
? 'linear-gradient(135deg, #fef3c7 0%, #fde68a 50%)'
|
||||
: 'white',
|
||||
borderRadius: '10px',
|
||||
border: index === 0 ? '3px solid #f59e0b' : '1px solid #e5e7eb',
|
||||
boxShadow: index === 0 ? '0 4px 12px rgba(245, 158, 11, 0.3)' : 'none',
|
||||
}}
|
||||
>
|
||||
{/* Team header with rank and stats */}
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'space-between',
|
||||
marginBottom: '10px',
|
||||
}}
|
||||
>
|
||||
<div style={{ display: 'flex', alignItems: 'center', gap: '10px' }}>
|
||||
<span style={{ fontSize: '24px', minWidth: '32px' }}>
|
||||
{index === 0
|
||||
? '🏆'
|
||||
: index === 1
|
||||
? '🥈'
|
||||
: index === 2
|
||||
? '🥉'
|
||||
: `${index + 1}.`}
|
||||
</span>
|
||||
<div style={{ display: 'flex', flexDirection: 'column' }}>
|
||||
<span
|
||||
style={{
|
||||
fontWeight: 'bold',
|
||||
fontSize: index === 0 ? '20px' : '18px',
|
||||
color: index === 0 ? '#f59e0b' : '#1f2937',
|
||||
}}
|
||||
>
|
||||
{netScore.toFixed(1)}
|
||||
</span>
|
||||
{index === 0 && (
|
||||
<span
|
||||
style={{
|
||||
fontSize: '11px',
|
||||
color: '#92400e',
|
||||
fontWeight: 'bold',
|
||||
}}
|
||||
>
|
||||
CHAMPION
|
||||
</span>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
gap: '12px',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
alignItems: 'center',
|
||||
}}
|
||||
>
|
||||
<span
|
||||
style={{
|
||||
color: '#10b981',
|
||||
fontWeight: 'bold',
|
||||
fontSize: '16px',
|
||||
}}
|
||||
>
|
||||
✓{team.score.correct}
|
||||
</span>
|
||||
<span style={{ fontSize: '10px', color: '#6b7280' }}>correct</span>
|
||||
</div>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
alignItems: 'center',
|
||||
}}
|
||||
>
|
||||
<span
|
||||
style={{
|
||||
color: '#ef4444',
|
||||
fontWeight: 'bold',
|
||||
fontSize: '16px',
|
||||
}}
|
||||
>
|
||||
✗{team.score.incorrect}
|
||||
</span>
|
||||
<span style={{ fontSize: '10px', color: '#6b7280' }}>wrong</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
{/* Players list */}
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '6px',
|
||||
paddingLeft: '42px',
|
||||
}}
|
||||
>
|
||||
{team.players.map((player, i) => (
|
||||
<div
|
||||
key={i}
|
||||
style={{
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
gap: '8px',
|
||||
}}
|
||||
>
|
||||
<span style={{ fontSize: '18px' }}>{player?.emoji || '🎮'}</span>
|
||||
<span
|
||||
style={{
|
||||
color: '#1f2937',
|
||||
fontWeight: '500',
|
||||
fontSize: '14px',
|
||||
}}
|
||||
>
|
||||
{player?.name || `Player ${i + 1}`}
|
||||
</span>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
})
|
||||
})()}
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Multiplayer Stats - Cooperative Mode */}
|
||||
{state.playMode === 'cooperative' &&
|
||||
state.activePlayers &&
|
||||
state.activePlayers.length > 1 && (
|
||||
<div
|
||||
style={{
|
||||
marginBottom: '16px',
|
||||
padding: '16px',
|
||||
background: 'linear-gradient(135deg, #dbeafe 0%, #bfdbfe 100%)',
|
||||
borderRadius: '12px',
|
||||
border: '2px solid #3b82f6',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
fontSize: '16px',
|
||||
fontWeight: 'bold',
|
||||
color: '#1e3a8a',
|
||||
marginBottom: '12px',
|
||||
textAlign: 'center',
|
||||
}}
|
||||
>
|
||||
🤝 TEAM CONTRIBUTIONS
|
||||
</div>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '8px',
|
||||
}}
|
||||
>
|
||||
{(() => {
|
||||
// Group players by userId
|
||||
const userTeams = new Map<
|
||||
string,
|
||||
{ userId: string; players: any[]; score: { correct: number; incorrect: number } }
|
||||
>()
|
||||
|
||||
console.log('🤝 [ResultsPhase] Building team contributions:', {
|
||||
activePlayers: state.activePlayers,
|
||||
playerMetadata: state.playerMetadata,
|
||||
playerScores: state.playerScores,
|
||||
})
|
||||
|
||||
for (const playerId of state.activePlayers) {
|
||||
const metadata = state.playerMetadata?.[playerId]
|
||||
const userId = metadata?.userId
|
||||
console.log('🤝 [ResultsPhase] Processing player for contributions:', {
|
||||
playerId,
|
||||
metadata,
|
||||
userId,
|
||||
})
|
||||
if (!userId) continue
|
||||
|
||||
if (!userTeams.has(userId)) {
|
||||
userTeams.set(userId, {
|
||||
userId,
|
||||
players: [],
|
||||
score: state.playerScores?.[userId] || { correct: 0, incorrect: 0 },
|
||||
})
|
||||
}
|
||||
userTeams.get(userId)!.players.push(metadata)
|
||||
}
|
||||
|
||||
console.log('🤝 [ResultsPhase] UserTeams created for contributions:', {
|
||||
count: userTeams.size,
|
||||
teams: Array.from(userTeams.entries()),
|
||||
})
|
||||
|
||||
// Sort teams by correct answers
|
||||
return Array.from(userTeams.values())
|
||||
.sort((a, b) => b.score.correct - a.score.correct)
|
||||
.map((team, index) => (
|
||||
<div
|
||||
key={team.userId}
|
||||
style={{
|
||||
padding: '12px 14px',
|
||||
background: 'white',
|
||||
borderRadius: '8px',
|
||||
border: '1px solid #e5e7eb',
|
||||
}}
|
||||
>
|
||||
{/* Team header with stats */}
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'space-between',
|
||||
marginBottom: '8px',
|
||||
}}
|
||||
>
|
||||
<div style={{ display: 'flex', alignItems: 'center', gap: '8px' }}>
|
||||
<span style={{ fontSize: '16px', fontWeight: '600', color: '#6b7280' }}>
|
||||
Team {index + 1}
|
||||
</span>
|
||||
</div>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
gap: '10px',
|
||||
fontSize: '14px',
|
||||
}}
|
||||
>
|
||||
<span style={{ color: '#10b981', fontWeight: 'bold' }}>
|
||||
✓ {team.score.correct}
|
||||
</span>
|
||||
<span style={{ color: '#ef4444', fontWeight: 'bold' }}>
|
||||
✗ {team.score.incorrect}
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
{/* Players list */}
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '4px',
|
||||
paddingLeft: '8px',
|
||||
}}
|
||||
>
|
||||
{team.players.map((player, i) => (
|
||||
<div
|
||||
key={i}
|
||||
style={{
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
gap: '6px',
|
||||
fontSize: '13px',
|
||||
}}
|
||||
>
|
||||
<span style={{ fontSize: '18px' }}>{player?.emoji || '🎮'}</span>
|
||||
<span
|
||||
style={{
|
||||
color: '#1f2937',
|
||||
fontWeight: '500',
|
||||
}}
|
||||
>
|
||||
{player?.name || `Player ${i + 1}`}
|
||||
</span>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
))
|
||||
})()}
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Results card grid - reuse CardGrid but with all cards revealed and status indicators */}
|
||||
<div style={{ marginTop: '12px', flex: 1, overflow: 'auto' }}>
|
||||
<ResultsCardGrid state={state} />
|
||||
</div>
|
||||
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
justifyContent: 'center',
|
||||
gap: '8px',
|
||||
marginTop: '16px',
|
||||
flexWrap: 'wrap',
|
||||
}}
|
||||
>
|
||||
<button
|
||||
style={{
|
||||
padding: '10px 20px',
|
||||
border: 'none',
|
||||
borderRadius: '6px',
|
||||
fontSize: '14px',
|
||||
fontWeight: 'bold',
|
||||
cursor: 'pointer',
|
||||
transition: 'all 0.2s ease',
|
||||
background: '#10b981',
|
||||
color: 'white',
|
||||
minWidth: '120px',
|
||||
}}
|
||||
onClick={() => {
|
||||
resetGame?.()
|
||||
const quizCards = generateQuizCards(
|
||||
state.selectedCount,
|
||||
state.selectedDifficulty,
|
||||
appConfig
|
||||
)
|
||||
startQuiz?.(quizCards)
|
||||
}}
|
||||
>
|
||||
Try Again
|
||||
</button>
|
||||
<button
|
||||
style={{
|
||||
padding: '10px 20px',
|
||||
border: 'none',
|
||||
borderRadius: '6px',
|
||||
fontSize: '14px',
|
||||
fontWeight: 'bold',
|
||||
cursor: 'pointer',
|
||||
transition: 'all 0.2s ease',
|
||||
background: '#6b7280',
|
||||
color: 'white',
|
||||
minWidth: '120px',
|
||||
}}
|
||||
onClick={() => resetGame?.()}
|
||||
>
|
||||
Back to Cards
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
335
apps/web/src/arcade-games/memory-quiz/components/SetupPhase.tsx
Normal file
335
apps/web/src/arcade-games/memory-quiz/components/SetupPhase.tsx
Normal file
@@ -0,0 +1,335 @@
|
||||
import { AbacusReact, useAbacusConfig } from '@soroban/abacus-react'
|
||||
import { useMemoryQuiz } from '../Provider'
|
||||
import { DIFFICULTY_LEVELS, type DifficultyLevel, type QuizCard } from '../types'
|
||||
|
||||
// Generate quiz cards with difficulty-based number ranges
|
||||
const generateQuizCards = (
|
||||
count: number,
|
||||
difficulty: DifficultyLevel,
|
||||
appConfig: any
|
||||
): QuizCard[] => {
|
||||
const { min, max } = DIFFICULTY_LEVELS[difficulty].range
|
||||
|
||||
// Generate unique numbers - no duplicates allowed
|
||||
const numbers: number[] = []
|
||||
const maxAttempts = (max - min + 1) * 10 // Prevent infinite loops
|
||||
let attempts = 0
|
||||
|
||||
while (numbers.length < count && attempts < maxAttempts) {
|
||||
const newNumber = Math.floor(Math.random() * (max - min + 1)) + min
|
||||
if (!numbers.includes(newNumber)) {
|
||||
numbers.push(newNumber)
|
||||
}
|
||||
attempts++
|
||||
}
|
||||
|
||||
// If we couldn't generate enough unique numbers, fill with sequential numbers
|
||||
if (numbers.length < count) {
|
||||
for (let i = min; i <= max && numbers.length < count; i++) {
|
||||
if (!numbers.includes(i)) {
|
||||
numbers.push(i)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return numbers.map((number) => ({
|
||||
number,
|
||||
svgComponent: (
|
||||
<AbacusReact
|
||||
value={number}
|
||||
columns="auto"
|
||||
beadShape={appConfig.beadShape}
|
||||
colorScheme={appConfig.colorScheme}
|
||||
hideInactiveBeads={appConfig.hideInactiveBeads}
|
||||
scaleFactor={1.0}
|
||||
interactive={false}
|
||||
showNumbers={false}
|
||||
animated={false}
|
||||
soundEnabled={appConfig.soundEnabled}
|
||||
soundVolume={appConfig.soundVolume}
|
||||
/>
|
||||
),
|
||||
element: null,
|
||||
}))
|
||||
}
|
||||
|
||||
export function SetupPhase() {
|
||||
const { state, setConfig, startQuiz } = useMemoryQuiz()
|
||||
const appConfig = useAbacusConfig()
|
||||
|
||||
const handleCountSelect = (count: number) => {
|
||||
setConfig?.('selectedCount', count)
|
||||
}
|
||||
|
||||
const handleTimeChange = (time: number) => {
|
||||
setConfig?.('displayTime', time)
|
||||
}
|
||||
|
||||
const handleDifficultySelect = (difficulty: DifficultyLevel) => {
|
||||
setConfig?.('selectedDifficulty', difficulty)
|
||||
}
|
||||
|
||||
const handlePlayModeSelect = (playMode: 'cooperative' | 'competitive') => {
|
||||
setConfig?.('playMode', playMode)
|
||||
}
|
||||
|
||||
const handleStartQuiz = () => {
|
||||
const quizCards = generateQuizCards(
|
||||
state.selectedCount ?? 5,
|
||||
state.selectedDifficulty ?? 'easy',
|
||||
appConfig
|
||||
)
|
||||
startQuiz?.(quizCards)
|
||||
}
|
||||
|
||||
return (
|
||||
<div
|
||||
style={{
|
||||
textAlign: 'center',
|
||||
padding: '12px',
|
||||
maxWidth: '100%',
|
||||
margin: '0 auto',
|
||||
height: '100%',
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
overflow: 'hidden',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
maxWidth: '100%',
|
||||
margin: '0 auto',
|
||||
flex: 1,
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '16px',
|
||||
overflow: 'auto',
|
||||
}}
|
||||
>
|
||||
<div style={{ margin: '12px 0' }}>
|
||||
<label
|
||||
style={{
|
||||
display: 'block',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '8px',
|
||||
color: '#6b7280',
|
||||
fontSize: '14px',
|
||||
}}
|
||||
>
|
||||
Difficulty Level:
|
||||
</label>
|
||||
<div
|
||||
style={{
|
||||
display: 'grid',
|
||||
gridTemplateColumns: 'repeat(2, 1fr)',
|
||||
gap: '8px',
|
||||
justifyContent: 'center',
|
||||
}}
|
||||
>
|
||||
{Object.entries(DIFFICULTY_LEVELS).map(([key, level]) => (
|
||||
<button
|
||||
key={key}
|
||||
type="button"
|
||||
style={{
|
||||
background: state.selectedDifficulty === key ? '#3b82f6' : 'white',
|
||||
color: state.selectedDifficulty === key ? 'white' : '#1f2937',
|
||||
border: '2px solid',
|
||||
borderColor: state.selectedDifficulty === key ? '#3b82f6' : '#d1d5db',
|
||||
borderRadius: '8px',
|
||||
padding: '8px 12px',
|
||||
cursor: 'pointer',
|
||||
textAlign: 'center',
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '2px',
|
||||
fontSize: '12px',
|
||||
}}
|
||||
onClick={() => handleDifficultySelect(key as DifficultyLevel)}
|
||||
title={level.description}
|
||||
>
|
||||
<div style={{ fontWeight: 'bold', fontSize: '13px' }}>{level.name}</div>
|
||||
<div style={{ fontSize: '10px', opacity: 0.8 }}>{level.description}</div>
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div style={{ margin: '12px 0' }}>
|
||||
<label
|
||||
style={{
|
||||
display: 'block',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '8px',
|
||||
color: '#6b7280',
|
||||
fontSize: '14px',
|
||||
}}
|
||||
>
|
||||
Play Mode:
|
||||
</label>
|
||||
<div
|
||||
style={{
|
||||
display: 'grid',
|
||||
gridTemplateColumns: 'repeat(2, 1fr)',
|
||||
gap: '8px',
|
||||
justifyContent: 'center',
|
||||
}}
|
||||
>
|
||||
<button
|
||||
key="cooperative"
|
||||
type="button"
|
||||
style={{
|
||||
background: state.playMode === 'cooperative' ? '#10b981' : 'white',
|
||||
color: state.playMode === 'cooperative' ? 'white' : '#1f2937',
|
||||
border: '2px solid',
|
||||
borderColor: state.playMode === 'cooperative' ? '#10b981' : '#d1d5db',
|
||||
borderRadius: '8px',
|
||||
padding: '8px 12px',
|
||||
cursor: 'pointer',
|
||||
textAlign: 'center',
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '2px',
|
||||
fontSize: '12px',
|
||||
}}
|
||||
onClick={() => handlePlayModeSelect('cooperative')}
|
||||
title="Work together as a team to find all numbers"
|
||||
>
|
||||
<div style={{ fontWeight: 'bold', fontSize: '13px' }}>🤝 Cooperative</div>
|
||||
<div style={{ fontSize: '10px', opacity: 0.8 }}>Work together</div>
|
||||
</button>
|
||||
<button
|
||||
key="competitive"
|
||||
type="button"
|
||||
style={{
|
||||
background: state.playMode === 'competitive' ? '#ef4444' : 'white',
|
||||
color: state.playMode === 'competitive' ? 'white' : '#1f2937',
|
||||
border: '2px solid',
|
||||
borderColor: state.playMode === 'competitive' ? '#ef4444' : '#d1d5db',
|
||||
borderRadius: '8px',
|
||||
padding: '8px 12px',
|
||||
cursor: 'pointer',
|
||||
textAlign: 'center',
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '2px',
|
||||
fontSize: '12px',
|
||||
}}
|
||||
onClick={() => handlePlayModeSelect('competitive')}
|
||||
title="Compete for the highest score"
|
||||
>
|
||||
<div style={{ fontWeight: 'bold', fontSize: '13px' }}>🏆 Competitive</div>
|
||||
<div style={{ fontSize: '10px', opacity: 0.8 }}>Battle for score</div>
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div style={{ margin: '12px 0' }}>
|
||||
<label
|
||||
style={{
|
||||
display: 'block',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '8px',
|
||||
color: '#6b7280',
|
||||
fontSize: '14px',
|
||||
}}
|
||||
>
|
||||
Cards to Quiz:
|
||||
</label>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
gap: '6px',
|
||||
justifyContent: 'center',
|
||||
flexWrap: 'wrap',
|
||||
}}
|
||||
>
|
||||
{[2, 5, 8, 12, 15].map((count) => (
|
||||
<button
|
||||
key={count}
|
||||
type="button"
|
||||
style={{
|
||||
background: state.selectedCount === count ? '#3b82f6' : 'white',
|
||||
color: state.selectedCount === count ? 'white' : '#1f2937',
|
||||
border: '2px solid',
|
||||
borderColor: state.selectedCount === count ? '#3b82f6' : '#d1d5db',
|
||||
borderRadius: '8px',
|
||||
padding: '8px 16px',
|
||||
cursor: 'pointer',
|
||||
fontSize: '14px',
|
||||
minWidth: '50px',
|
||||
}}
|
||||
onClick={() => handleCountSelect(count)}
|
||||
>
|
||||
{count}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div style={{ margin: '12px 0' }}>
|
||||
<label
|
||||
style={{
|
||||
display: 'block',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '8px',
|
||||
color: '#6b7280',
|
||||
fontSize: '14px',
|
||||
}}
|
||||
>
|
||||
Display Time per Card:
|
||||
</label>
|
||||
<div
|
||||
style={{
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
gap: '10px',
|
||||
}}
|
||||
>
|
||||
<input
|
||||
type="range"
|
||||
min="0.5"
|
||||
max="10"
|
||||
step="0.5"
|
||||
value={state.displayTime ?? 2.0}
|
||||
onChange={(e) => handleTimeChange(parseFloat(e.target.value))}
|
||||
style={{
|
||||
flex: 1,
|
||||
maxWidth: '200px',
|
||||
}}
|
||||
/>
|
||||
<span
|
||||
style={{
|
||||
fontWeight: 'bold',
|
||||
color: '#3b82f6',
|
||||
minWidth: '40px',
|
||||
fontSize: '14px',
|
||||
}}
|
||||
>
|
||||
{(state.displayTime ?? 2.0).toFixed(1)}s
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<button
|
||||
style={{
|
||||
background: '#10b981',
|
||||
color: 'white',
|
||||
border: 'none',
|
||||
borderRadius: '8px',
|
||||
padding: '12px 24px',
|
||||
fontSize: '16px',
|
||||
fontWeight: 'bold',
|
||||
cursor: 'pointer',
|
||||
marginTop: '16px',
|
||||
width: '100%',
|
||||
maxWidth: '200px',
|
||||
}}
|
||||
onClick={handleStartQuiz}
|
||||
>
|
||||
Start Quiz
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
85
apps/web/src/arcade-games/memory-quiz/index.ts
Normal file
85
apps/web/src/arcade-games/memory-quiz/index.ts
Normal file
@@ -0,0 +1,85 @@
|
||||
/**
|
||||
* Memory Quiz (Memory Lightning) Game Definition
|
||||
*
|
||||
* A memory game where players memorize soroban numbers and recall them.
|
||||
* Supports both cooperative and competitive multiplayer modes.
|
||||
*/
|
||||
|
||||
import { defineGame } from '@/lib/arcade/game-sdk'
|
||||
import type { GameManifest } from '@/lib/arcade/game-sdk'
|
||||
import { MemoryQuizGame } from './components/MemoryQuizGame'
|
||||
import { MemoryQuizProvider } from './Provider'
|
||||
import type { MemoryQuizConfig, MemoryQuizMove, MemoryQuizState } from './types'
|
||||
import { memoryQuizGameValidator } from './Validator'
|
||||
|
||||
const manifest: GameManifest = {
|
||||
name: 'memory-quiz',
|
||||
displayName: 'Memory Lightning',
|
||||
icon: '🧠',
|
||||
description: 'Memorize soroban numbers and recall them',
|
||||
longDescription:
|
||||
'Test your memory by studying soroban numbers for a brief time, then recall as many as you can. ' +
|
||||
'Choose your difficulty level, number of cards, and display time. Play cooperatively with friends or compete for the highest score!',
|
||||
maxPlayers: 8,
|
||||
difficulty: 'Intermediate',
|
||||
chips: ['👥 Multiplayer', '🧠 Memory', '🧮 Soroban'],
|
||||
color: 'blue',
|
||||
gradient: 'linear-gradient(135deg, #dbeafe, #bfdbfe)',
|
||||
borderColor: 'blue.200',
|
||||
available: true,
|
||||
}
|
||||
|
||||
const defaultConfig: MemoryQuizConfig = {
|
||||
selectedCount: 5,
|
||||
displayTime: 2.0,
|
||||
selectedDifficulty: 'easy',
|
||||
playMode: 'cooperative',
|
||||
}
|
||||
|
||||
// Config validation function
|
||||
function validateMemoryQuizConfig(config: unknown): config is MemoryQuizConfig {
|
||||
if (typeof config !== 'object' || config === null) {
|
||||
return false
|
||||
}
|
||||
|
||||
const c = config as any
|
||||
|
||||
// Validate selectedCount
|
||||
if (!('selectedCount' in c) || ![2, 5, 8, 12, 15].includes(c.selectedCount)) {
|
||||
return false
|
||||
}
|
||||
|
||||
// Validate displayTime
|
||||
if (
|
||||
!('displayTime' in c) ||
|
||||
typeof c.displayTime !== 'number' ||
|
||||
c.displayTime < 0.5 ||
|
||||
c.displayTime > 10
|
||||
) {
|
||||
return false
|
||||
}
|
||||
|
||||
// Validate selectedDifficulty
|
||||
if (
|
||||
!('selectedDifficulty' in c) ||
|
||||
!['beginner', 'easy', 'medium', 'hard', 'expert'].includes(c.selectedDifficulty)
|
||||
) {
|
||||
return false
|
||||
}
|
||||
|
||||
// Validate playMode
|
||||
if (!('playMode' in c) || !['cooperative', 'competitive'].includes(c.playMode)) {
|
||||
return false
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
export const memoryQuizGame = defineGame<MemoryQuizConfig, MemoryQuizState, MemoryQuizMove>({
|
||||
manifest,
|
||||
Provider: MemoryQuizProvider,
|
||||
GameComponent: MemoryQuizGame,
|
||||
validator: memoryQuizGameValidator,
|
||||
defaultConfig,
|
||||
validateConfig: validateMemoryQuizConfig,
|
||||
})
|
||||
192
apps/web/src/arcade-games/memory-quiz/types.ts
Normal file
192
apps/web/src/arcade-games/memory-quiz/types.ts
Normal file
@@ -0,0 +1,192 @@
|
||||
import type { GameConfig, GameState } from '@/lib/arcade/game-sdk'
|
||||
import type { PlayerMetadata } from '@/lib/arcade/player-ownership.client'
|
||||
|
||||
export interface QuizCard {
|
||||
number: number
|
||||
svgComponent: JSX.Element | null
|
||||
element: HTMLElement | null
|
||||
}
|
||||
|
||||
export interface PlayerScore {
|
||||
correct: number
|
||||
incorrect: number
|
||||
}
|
||||
|
||||
// Memory Quiz Configuration
|
||||
export interface MemoryQuizConfig extends GameConfig {
|
||||
selectedCount: 2 | 5 | 8 | 12 | 15
|
||||
displayTime: number
|
||||
selectedDifficulty: DifficultyLevel
|
||||
playMode: 'cooperative' | 'competitive'
|
||||
}
|
||||
|
||||
// Memory Quiz State
|
||||
export interface MemoryQuizState extends GameState {
|
||||
// Core game data
|
||||
cards: QuizCard[]
|
||||
quizCards: QuizCard[]
|
||||
correctAnswers: number[]
|
||||
|
||||
// Game progression
|
||||
currentCardIndex: number
|
||||
displayTime: number
|
||||
selectedCount: number
|
||||
selectedDifficulty: DifficultyLevel
|
||||
|
||||
// Input system state
|
||||
foundNumbers: number[]
|
||||
guessesRemaining: number
|
||||
currentInput: string
|
||||
incorrectGuesses: number
|
||||
|
||||
// Multiplayer state
|
||||
activePlayers: string[]
|
||||
playerMetadata: Record<string, PlayerMetadata>
|
||||
playerScores: Record<string, PlayerScore>
|
||||
playMode: 'cooperative' | 'competitive'
|
||||
numberFoundBy: Record<number, string> // Maps number to userId who found it
|
||||
|
||||
// UI state
|
||||
gamePhase: 'setup' | 'display' | 'input' | 'results'
|
||||
prefixAcceptanceTimeout: NodeJS.Timeout | null
|
||||
finishButtonsBound: boolean
|
||||
wrongGuessAnimations: Array<{
|
||||
number: number
|
||||
id: string
|
||||
timestamp: number
|
||||
}>
|
||||
|
||||
// Keyboard state (moved from InputPhase to persist across re-renders)
|
||||
hasPhysicalKeyboard: boolean | null
|
||||
testingMode: boolean
|
||||
showOnScreenKeyboard: boolean
|
||||
}
|
||||
|
||||
// Legacy reducer actions (deprecated - will be removed)
|
||||
export type QuizAction =
|
||||
| { type: 'SET_CARDS'; cards: QuizCard[] }
|
||||
| { type: 'SET_DISPLAY_TIME'; time: number }
|
||||
| { type: 'SET_SELECTED_COUNT'; count: number }
|
||||
| { type: 'SET_DIFFICULTY'; difficulty: DifficultyLevel }
|
||||
| { type: 'SET_PLAY_MODE'; playMode: 'cooperative' | 'competitive' }
|
||||
| { type: 'START_QUIZ'; quizCards: QuizCard[] }
|
||||
| { type: 'NEXT_CARD' }
|
||||
| { type: 'SHOW_INPUT_PHASE' }
|
||||
| { type: 'ACCEPT_NUMBER'; number: number; playerId?: string }
|
||||
| { type: 'REJECT_NUMBER'; playerId?: string }
|
||||
| { type: 'ADD_WRONG_GUESS_ANIMATION'; number: number }
|
||||
| { type: 'CLEAR_WRONG_GUESS_ANIMATIONS' }
|
||||
| { type: 'SET_INPUT'; input: string }
|
||||
| { type: 'SET_PREFIX_TIMEOUT'; timeout: NodeJS.Timeout | null }
|
||||
| { type: 'SHOW_RESULTS' }
|
||||
| { type: 'RESET_QUIZ' }
|
||||
| { type: 'SET_PHYSICAL_KEYBOARD'; hasKeyboard: boolean | null }
|
||||
| { type: 'SET_TESTING_MODE'; enabled: boolean }
|
||||
| { type: 'TOGGLE_ONSCREEN_KEYBOARD' }
|
||||
|
||||
// Difficulty levels with progressive number ranges
|
||||
export const DIFFICULTY_LEVELS = {
|
||||
beginner: {
|
||||
name: 'Beginner',
|
||||
range: { min: 1, max: 9 },
|
||||
description: 'Single digits (1-9)',
|
||||
},
|
||||
easy: {
|
||||
name: 'Easy',
|
||||
range: { min: 10, max: 99 },
|
||||
description: 'Two digits (10-99)',
|
||||
},
|
||||
medium: {
|
||||
name: 'Medium',
|
||||
range: { min: 100, max: 499 },
|
||||
description: 'Three digits (100-499)',
|
||||
},
|
||||
hard: {
|
||||
name: 'Hard',
|
||||
range: { min: 500, max: 999 },
|
||||
description: 'Large numbers (500-999)',
|
||||
},
|
||||
expert: {
|
||||
name: 'Expert',
|
||||
range: { min: 1, max: 999 },
|
||||
description: 'Mixed range (1-999)',
|
||||
},
|
||||
} as const
|
||||
|
||||
export type DifficultyLevel = keyof typeof DIFFICULTY_LEVELS
|
||||
|
||||
// Memory Quiz Move Types (SDK-compatible)
|
||||
export type MemoryQuizMove =
|
||||
| {
|
||||
type: 'START_QUIZ'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: {
|
||||
numbers: number[]
|
||||
quizCards?: QuizCard[]
|
||||
activePlayers: string[]
|
||||
playerMetadata: Record<string, PlayerMetadata>
|
||||
}
|
||||
}
|
||||
| {
|
||||
type: 'NEXT_CARD'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: Record<string, never>
|
||||
}
|
||||
| {
|
||||
type: 'SHOW_INPUT_PHASE'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: Record<string, never>
|
||||
}
|
||||
| {
|
||||
type: 'ACCEPT_NUMBER'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: { number: number }
|
||||
}
|
||||
| {
|
||||
type: 'REJECT_NUMBER'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: Record<string, never>
|
||||
}
|
||||
| {
|
||||
type: 'SET_INPUT'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: { input: string }
|
||||
}
|
||||
| {
|
||||
type: 'SHOW_RESULTS'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: Record<string, never>
|
||||
}
|
||||
| {
|
||||
type: 'RESET_QUIZ'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: Record<string, never>
|
||||
}
|
||||
| {
|
||||
type: 'SET_CONFIG'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: {
|
||||
field: 'selectedCount' | 'displayTime' | 'selectedDifficulty' | 'playMode'
|
||||
value: any
|
||||
}
|
||||
}
|
||||
|
||||
export type MemoryQuizSetConfigMove = Extract<MemoryQuizMove, { type: 'SET_CONFIG' }>
|
||||
215
apps/web/src/arcade-games/number-guesser/Provider.tsx
Normal file
215
apps/web/src/arcade-games/number-guesser/Provider.tsx
Normal file
@@ -0,0 +1,215 @@
|
||||
/**
|
||||
* Number Guesser Provider
|
||||
* Manages game state using the Arcade SDK
|
||||
*/
|
||||
|
||||
'use client'
|
||||
|
||||
import { createContext, useCallback, useContext, useMemo, type ReactNode } from 'react'
|
||||
import {
|
||||
type GameMove,
|
||||
buildPlayerMetadata,
|
||||
useArcadeSession,
|
||||
useGameMode,
|
||||
useRoomData,
|
||||
useUpdateGameConfig,
|
||||
useViewerId,
|
||||
} from '@/lib/arcade/game-sdk'
|
||||
import type { NumberGuesserState } from './types'
|
||||
|
||||
/**
|
||||
* Context value interface
|
||||
*/
|
||||
interface NumberGuesserContextValue {
|
||||
state: NumberGuesserState
|
||||
lastError: string | null
|
||||
startGame: () => void
|
||||
chooseNumber: (number: number) => void
|
||||
makeGuess: (guess: number) => void
|
||||
nextRound: () => void
|
||||
goToSetup: () => void
|
||||
setConfig: (field: 'minNumber' | 'maxNumber' | 'roundsToWin', value: number) => void
|
||||
clearError: () => void
|
||||
exitSession: () => void
|
||||
}
|
||||
|
||||
const NumberGuesserContext = createContext<NumberGuesserContextValue | null>(null)
|
||||
|
||||
/**
|
||||
* Hook to access Number Guesser context
|
||||
*/
|
||||
export function useNumberGuesser() {
|
||||
const context = useContext(NumberGuesserContext)
|
||||
if (!context) {
|
||||
throw new Error('useNumberGuesser must be used within NumberGuesserProvider')
|
||||
}
|
||||
return context
|
||||
}
|
||||
|
||||
/**
|
||||
* Optimistic move application
|
||||
*/
|
||||
function applyMoveOptimistically(state: NumberGuesserState, move: GameMove): NumberGuesserState {
|
||||
// For simplicity, just return current state
|
||||
// Server will send back the validated new state
|
||||
return state
|
||||
}
|
||||
|
||||
/**
|
||||
* Number Guesser Provider Component
|
||||
*/
|
||||
export function NumberGuesserProvider({ children }: { children: ReactNode }) {
|
||||
const { data: viewerId } = useViewerId()
|
||||
const { roomData } = useRoomData()
|
||||
const { activePlayers: activePlayerIds, players } = useGameMode()
|
||||
const { mutate: updateGameConfig } = useUpdateGameConfig()
|
||||
|
||||
// Get active players as array (keep Set iteration order to match UI display)
|
||||
const activePlayers = Array.from(activePlayerIds)
|
||||
|
||||
// Merge saved config from room
|
||||
const initialState = useMemo(() => {
|
||||
const gameConfig = roomData?.gameConfig as Record<string, unknown> | null | undefined
|
||||
const savedConfig = gameConfig?.['number-guesser'] as Record<string, unknown> | undefined
|
||||
|
||||
return {
|
||||
minNumber: (savedConfig?.minNumber as number) || 1,
|
||||
maxNumber: (savedConfig?.maxNumber as number) || 100,
|
||||
roundsToWin: (savedConfig?.roundsToWin as number) || 3,
|
||||
gamePhase: 'setup' as const,
|
||||
activePlayers: [],
|
||||
playerMetadata: {},
|
||||
secretNumber: null,
|
||||
chooser: '',
|
||||
currentGuesser: '',
|
||||
guesses: [],
|
||||
roundNumber: 0,
|
||||
scores: {},
|
||||
gameStartTime: null,
|
||||
gameEndTime: null,
|
||||
winner: null,
|
||||
}
|
||||
}, [roomData?.gameConfig])
|
||||
|
||||
// Arcade session integration
|
||||
const { state, sendMove, exitSession, lastError, clearError } =
|
||||
useArcadeSession<NumberGuesserState>({
|
||||
userId: viewerId || '',
|
||||
roomId: roomData?.id,
|
||||
initialState,
|
||||
applyMove: applyMoveOptimistically,
|
||||
})
|
||||
|
||||
// Action creators
|
||||
const startGame = useCallback(() => {
|
||||
if (activePlayers.length < 2) {
|
||||
console.error('Need at least 2 players to start')
|
||||
return
|
||||
}
|
||||
|
||||
const playerMetadata = buildPlayerMetadata(activePlayers, {}, players, viewerId || undefined)
|
||||
|
||||
sendMove({
|
||||
type: 'START_GAME',
|
||||
playerId: activePlayers[0],
|
||||
userId: viewerId || '',
|
||||
data: {
|
||||
activePlayers,
|
||||
playerMetadata,
|
||||
},
|
||||
})
|
||||
}, [activePlayers, players, viewerId, sendMove])
|
||||
|
||||
const chooseNumber = useCallback(
|
||||
(secretNumber: number) => {
|
||||
sendMove({
|
||||
type: 'CHOOSE_NUMBER',
|
||||
playerId: state.chooser,
|
||||
userId: viewerId || '',
|
||||
data: { secretNumber },
|
||||
})
|
||||
},
|
||||
[state.chooser, viewerId, sendMove]
|
||||
)
|
||||
|
||||
const makeGuess = useCallback(
|
||||
(guess: number) => {
|
||||
const playerName = state.playerMetadata[state.currentGuesser]?.name || 'Unknown'
|
||||
|
||||
sendMove({
|
||||
type: 'MAKE_GUESS',
|
||||
playerId: state.currentGuesser,
|
||||
userId: viewerId || '',
|
||||
data: { guess, playerName },
|
||||
})
|
||||
},
|
||||
[state.currentGuesser, state.playerMetadata, viewerId, sendMove]
|
||||
)
|
||||
|
||||
const nextRound = useCallback(() => {
|
||||
sendMove({
|
||||
type: 'NEXT_ROUND',
|
||||
playerId: activePlayers[0] || '',
|
||||
userId: viewerId || '',
|
||||
data: {},
|
||||
})
|
||||
}, [activePlayers, viewerId, sendMove])
|
||||
|
||||
const goToSetup = useCallback(() => {
|
||||
sendMove({
|
||||
type: 'GO_TO_SETUP',
|
||||
playerId: activePlayers[0] || state.chooser || '',
|
||||
userId: viewerId || '',
|
||||
data: {},
|
||||
})
|
||||
}, [activePlayers, state.chooser, viewerId, sendMove])
|
||||
|
||||
const setConfig = useCallback(
|
||||
(field: 'minNumber' | 'maxNumber' | 'roundsToWin', value: number) => {
|
||||
sendMove({
|
||||
type: 'SET_CONFIG',
|
||||
playerId: activePlayers[0] || '',
|
||||
userId: viewerId || '',
|
||||
data: { field, value },
|
||||
})
|
||||
|
||||
// Persist to database
|
||||
if (roomData?.id) {
|
||||
const currentGameConfig = (roomData.gameConfig as Record<string, unknown>) || {}
|
||||
const currentNumberGuesserConfig =
|
||||
(currentGameConfig['number-guesser'] as Record<string, unknown>) || {}
|
||||
|
||||
const updatedConfig = {
|
||||
...currentGameConfig,
|
||||
'number-guesser': {
|
||||
...currentNumberGuesserConfig,
|
||||
[field]: value,
|
||||
},
|
||||
}
|
||||
|
||||
updateGameConfig({
|
||||
roomId: roomData.id,
|
||||
gameConfig: updatedConfig,
|
||||
})
|
||||
}
|
||||
},
|
||||
[activePlayers, viewerId, sendMove, roomData?.id, roomData?.gameConfig, updateGameConfig]
|
||||
)
|
||||
|
||||
const contextValue: NumberGuesserContextValue = {
|
||||
state,
|
||||
lastError,
|
||||
startGame,
|
||||
chooseNumber,
|
||||
makeGuess,
|
||||
nextRound,
|
||||
goToSetup,
|
||||
setConfig,
|
||||
clearError,
|
||||
exitSession,
|
||||
}
|
||||
|
||||
return (
|
||||
<NumberGuesserContext.Provider value={contextValue}>{children}</NumberGuesserContext.Provider>
|
||||
)
|
||||
}
|
||||
315
apps/web/src/arcade-games/number-guesser/Validator.ts
Normal file
315
apps/web/src/arcade-games/number-guesser/Validator.ts
Normal file
@@ -0,0 +1,315 @@
|
||||
/**
|
||||
* Server-side validator for Number Guesser game
|
||||
*/
|
||||
|
||||
import type { GameValidator, ValidationResult } from '@/lib/arcade/game-sdk'
|
||||
import type { NumberGuesserConfig, NumberGuesserMove, NumberGuesserState } from './types'
|
||||
|
||||
export class NumberGuesserValidator
|
||||
implements GameValidator<NumberGuesserState, NumberGuesserMove>
|
||||
{
|
||||
validateMove(state: NumberGuesserState, move: NumberGuesserMove): ValidationResult {
|
||||
switch (move.type) {
|
||||
case 'START_GAME':
|
||||
return this.validateStartGame(state, move.data.activePlayers, move.data.playerMetadata)
|
||||
|
||||
case 'CHOOSE_NUMBER':
|
||||
// Ensure secretNumber is a number (JSON deserialization can make it a string)
|
||||
return this.validateChooseNumber(state, Number(move.data.secretNumber), move.playerId)
|
||||
|
||||
case 'MAKE_GUESS':
|
||||
// Ensure guess is a number (JSON deserialization can make it a string)
|
||||
return this.validateMakeGuess(
|
||||
state,
|
||||
Number(move.data.guess),
|
||||
move.playerId,
|
||||
move.data.playerName
|
||||
)
|
||||
|
||||
case 'NEXT_ROUND':
|
||||
return this.validateNextRound(state)
|
||||
|
||||
case 'GO_TO_SETUP':
|
||||
return this.validateGoToSetup(state)
|
||||
|
||||
case 'SET_CONFIG':
|
||||
// Ensure value is a number (JSON deserialization can make it a string)
|
||||
return this.validateSetConfig(state, move.data.field, Number(move.data.value))
|
||||
|
||||
default:
|
||||
return {
|
||||
valid: false,
|
||||
error: `Unknown move type: ${(move as { type: string }).type}`,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private validateStartGame(
|
||||
state: NumberGuesserState,
|
||||
activePlayers: string[],
|
||||
playerMetadata: Record<string, unknown>
|
||||
): ValidationResult {
|
||||
if (!activePlayers || activePlayers.length < 2) {
|
||||
return { valid: false, error: 'Need at least 2 players' }
|
||||
}
|
||||
|
||||
const newState: NumberGuesserState = {
|
||||
...state,
|
||||
gamePhase: 'choosing',
|
||||
activePlayers,
|
||||
playerMetadata: playerMetadata as typeof state.playerMetadata,
|
||||
chooser: activePlayers[0],
|
||||
currentGuesser: '',
|
||||
secretNumber: null,
|
||||
guesses: [],
|
||||
roundNumber: 1,
|
||||
scores: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
|
||||
gameStartTime: Date.now(),
|
||||
gameEndTime: null,
|
||||
winner: null,
|
||||
}
|
||||
|
||||
return { valid: true, newState }
|
||||
}
|
||||
|
||||
private validateChooseNumber(
|
||||
state: NumberGuesserState,
|
||||
secretNumber: number,
|
||||
playerId: string
|
||||
): ValidationResult {
|
||||
if (state.gamePhase !== 'choosing') {
|
||||
return { valid: false, error: 'Not in choosing phase' }
|
||||
}
|
||||
|
||||
if (playerId !== state.chooser) {
|
||||
return { valid: false, error: 'Not your turn to choose' }
|
||||
}
|
||||
|
||||
if (
|
||||
secretNumber < state.minNumber ||
|
||||
secretNumber > state.maxNumber ||
|
||||
!Number.isInteger(secretNumber)
|
||||
) {
|
||||
return {
|
||||
valid: false,
|
||||
error: `Number must be between ${state.minNumber} and ${state.maxNumber}`,
|
||||
}
|
||||
}
|
||||
|
||||
// Debug logging
|
||||
console.log('[NumberGuesser] Setting secret number:', {
|
||||
secretNumber,
|
||||
secretNumberType: typeof secretNumber,
|
||||
})
|
||||
|
||||
// First guesser is the next player after chooser
|
||||
const chooserIndex = state.activePlayers.indexOf(state.chooser)
|
||||
const firstGuesserIndex = (chooserIndex + 1) % state.activePlayers.length
|
||||
const firstGuesser = state.activePlayers[firstGuesserIndex]
|
||||
|
||||
const newState: NumberGuesserState = {
|
||||
...state,
|
||||
gamePhase: 'guessing',
|
||||
secretNumber,
|
||||
currentGuesser: firstGuesser,
|
||||
}
|
||||
|
||||
return { valid: true, newState }
|
||||
}
|
||||
|
||||
private validateMakeGuess(
|
||||
state: NumberGuesserState,
|
||||
guess: number,
|
||||
playerId: string,
|
||||
playerName: string
|
||||
): ValidationResult {
|
||||
if (state.gamePhase !== 'guessing') {
|
||||
return { valid: false, error: 'Not in guessing phase' }
|
||||
}
|
||||
|
||||
if (playerId !== state.currentGuesser) {
|
||||
return { valid: false, error: 'Not your turn to guess' }
|
||||
}
|
||||
|
||||
if (guess < state.minNumber || guess > state.maxNumber || !Number.isInteger(guess)) {
|
||||
return {
|
||||
valid: false,
|
||||
error: `Guess must be between ${state.minNumber} and ${state.maxNumber}`,
|
||||
}
|
||||
}
|
||||
|
||||
if (!state.secretNumber) {
|
||||
return { valid: false, error: 'No secret number set' }
|
||||
}
|
||||
|
||||
// Debug logging
|
||||
console.log('[NumberGuesser] Validating guess:', {
|
||||
guess,
|
||||
guessType: typeof guess,
|
||||
secretNumber: state.secretNumber,
|
||||
secretNumberType: typeof state.secretNumber,
|
||||
})
|
||||
|
||||
const distance = Math.abs(guess - state.secretNumber)
|
||||
|
||||
console.log('[NumberGuesser] Calculated distance:', distance)
|
||||
const newGuess = {
|
||||
playerId,
|
||||
playerName,
|
||||
guess,
|
||||
distance,
|
||||
timestamp: Date.now(),
|
||||
}
|
||||
|
||||
const guesses = [...state.guesses, newGuess]
|
||||
|
||||
// Check if guess is correct
|
||||
if (distance === 0) {
|
||||
// Correct guess! Award point and end round
|
||||
const newScores = {
|
||||
...state.scores,
|
||||
[playerId]: (state.scores[playerId] || 0) + 1,
|
||||
}
|
||||
|
||||
// Check if player won
|
||||
const winner = newScores[playerId] >= state.roundsToWin ? playerId : null
|
||||
|
||||
const newState: NumberGuesserState = {
|
||||
...state,
|
||||
guesses,
|
||||
scores: newScores,
|
||||
gamePhase: winner ? 'results' : 'guessing',
|
||||
gameEndTime: winner ? Date.now() : null,
|
||||
winner,
|
||||
}
|
||||
|
||||
return { valid: true, newState }
|
||||
}
|
||||
|
||||
// Incorrect guess, move to next guesser
|
||||
const guesserIndex = state.activePlayers.indexOf(state.currentGuesser)
|
||||
let nextGuesserIndex = (guesserIndex + 1) % state.activePlayers.length
|
||||
|
||||
// Skip the chooser
|
||||
if (state.activePlayers[nextGuesserIndex] === state.chooser) {
|
||||
nextGuesserIndex = (nextGuesserIndex + 1) % state.activePlayers.length
|
||||
}
|
||||
|
||||
const newState: NumberGuesserState = {
|
||||
...state,
|
||||
guesses,
|
||||
currentGuesser: state.activePlayers[nextGuesserIndex],
|
||||
}
|
||||
|
||||
return { valid: true, newState }
|
||||
}
|
||||
|
||||
private validateNextRound(state: NumberGuesserState): ValidationResult {
|
||||
if (state.gamePhase !== 'guessing') {
|
||||
return { valid: false, error: 'Not in guessing phase' }
|
||||
}
|
||||
|
||||
// Check if the round is complete (someone guessed correctly)
|
||||
const roundComplete =
|
||||
state.guesses.length > 0 && state.guesses[state.guesses.length - 1].distance === 0
|
||||
|
||||
if (!roundComplete) {
|
||||
return { valid: false, error: 'Round not complete yet - no one has guessed the number' }
|
||||
}
|
||||
|
||||
// Rotate chooser to next player
|
||||
const chooserIndex = state.activePlayers.indexOf(state.chooser)
|
||||
const nextChooserIndex = (chooserIndex + 1) % state.activePlayers.length
|
||||
const nextChooser = state.activePlayers[nextChooserIndex]
|
||||
|
||||
const newState: NumberGuesserState = {
|
||||
...state,
|
||||
gamePhase: 'choosing',
|
||||
chooser: nextChooser,
|
||||
currentGuesser: '',
|
||||
secretNumber: null,
|
||||
guesses: [],
|
||||
roundNumber: state.roundNumber + 1,
|
||||
winner: null,
|
||||
}
|
||||
|
||||
return { valid: true, newState }
|
||||
}
|
||||
|
||||
private validateGoToSetup(state: NumberGuesserState): ValidationResult {
|
||||
const newState: NumberGuesserState = {
|
||||
...state,
|
||||
gamePhase: 'setup',
|
||||
secretNumber: null,
|
||||
chooser: '',
|
||||
currentGuesser: '',
|
||||
guesses: [],
|
||||
roundNumber: 0,
|
||||
scores: {},
|
||||
activePlayers: [],
|
||||
playerMetadata: {},
|
||||
gameStartTime: null,
|
||||
gameEndTime: null,
|
||||
winner: null,
|
||||
}
|
||||
|
||||
return { valid: true, newState }
|
||||
}
|
||||
|
||||
private validateSetConfig(
|
||||
state: NumberGuesserState,
|
||||
field: 'minNumber' | 'maxNumber' | 'roundsToWin',
|
||||
value: number
|
||||
): ValidationResult {
|
||||
if (state.gamePhase !== 'setup') {
|
||||
return { valid: false, error: 'Can only change config in setup' }
|
||||
}
|
||||
|
||||
if (!Number.isInteger(value) || value < 1) {
|
||||
return { valid: false, error: 'Value must be a positive integer' }
|
||||
}
|
||||
|
||||
if (field === 'minNumber' && value >= state.maxNumber) {
|
||||
return { valid: false, error: 'Min must be less than max' }
|
||||
}
|
||||
|
||||
if (field === 'maxNumber' && value <= state.minNumber) {
|
||||
return { valid: false, error: 'Max must be greater than min' }
|
||||
}
|
||||
|
||||
const newState: NumberGuesserState = {
|
||||
...state,
|
||||
[field]: value,
|
||||
}
|
||||
|
||||
return { valid: true, newState }
|
||||
}
|
||||
|
||||
isGameComplete(state: NumberGuesserState): boolean {
|
||||
return state.gamePhase === 'results' && state.winner !== null
|
||||
}
|
||||
|
||||
getInitialState(config: unknown): NumberGuesserState {
|
||||
const { minNumber, maxNumber, roundsToWin } = config as NumberGuesserConfig
|
||||
|
||||
return {
|
||||
minNumber: minNumber || 1,
|
||||
maxNumber: maxNumber || 100,
|
||||
roundsToWin: roundsToWin || 3,
|
||||
gamePhase: 'setup',
|
||||
activePlayers: [],
|
||||
playerMetadata: {},
|
||||
secretNumber: null,
|
||||
chooser: '',
|
||||
currentGuesser: '',
|
||||
guesses: [],
|
||||
roundNumber: 0,
|
||||
scores: {},
|
||||
gameStartTime: null,
|
||||
gameEndTime: null,
|
||||
winner: null,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export const numberGuesserValidator = new NumberGuesserValidator()
|
||||
@@ -0,0 +1,211 @@
|
||||
/**
|
||||
* Choosing Phase - Chooser picks a secret number
|
||||
*/
|
||||
|
||||
'use client'
|
||||
|
||||
import { useState } from 'react'
|
||||
import { useViewerId } from '@/lib/arcade/game-sdk'
|
||||
import { css } from '../../../../styled-system/css'
|
||||
import { useNumberGuesser } from '../Provider'
|
||||
|
||||
export function ChoosingPhase() {
|
||||
const { state, chooseNumber } = useNumberGuesser()
|
||||
const { data: viewerId } = useViewerId()
|
||||
const [inputValue, setInputValue] = useState('')
|
||||
|
||||
const chooserMetadata = state.playerMetadata[state.chooser]
|
||||
const isChooser = chooserMetadata?.userId === viewerId
|
||||
|
||||
const handleSubmit = () => {
|
||||
const number = Number.parseInt(inputValue, 10)
|
||||
if (Number.isNaN(number)) return
|
||||
|
||||
chooseNumber(number)
|
||||
}
|
||||
|
||||
return (
|
||||
<div
|
||||
className={css({
|
||||
padding: '32px',
|
||||
maxWidth: '600px',
|
||||
margin: '0 auto',
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
textAlign: 'center',
|
||||
marginBottom: '32px',
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
fontSize: '64px',
|
||||
marginBottom: '16px',
|
||||
})}
|
||||
>
|
||||
{chooserMetadata?.emoji || '🤔'}
|
||||
</div>
|
||||
<h2
|
||||
className={css({
|
||||
fontSize: '2xl',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '8px',
|
||||
})}
|
||||
>
|
||||
{isChooser ? "You're choosing!" : `${chooserMetadata?.name || 'Someone'} is choosing...`}
|
||||
</h2>
|
||||
<p
|
||||
className={css({
|
||||
color: 'gray.600',
|
||||
})}
|
||||
>
|
||||
Round {state.roundNumber}
|
||||
</p>
|
||||
</div>
|
||||
|
||||
{isChooser ? (
|
||||
<div
|
||||
className={css({
|
||||
background: 'white',
|
||||
border: '2px solid',
|
||||
borderColor: 'orange.200',
|
||||
borderRadius: '12px',
|
||||
padding: '24px',
|
||||
})}
|
||||
>
|
||||
<label
|
||||
className={css({
|
||||
display: 'block',
|
||||
fontSize: 'md',
|
||||
fontWeight: '600',
|
||||
marginBottom: '12px',
|
||||
textAlign: 'center',
|
||||
})}
|
||||
>
|
||||
Choose a secret number ({state.minNumber} - {state.maxNumber})
|
||||
</label>
|
||||
<input
|
||||
type="number"
|
||||
value={inputValue}
|
||||
onChange={(e) => setInputValue(e.target.value)}
|
||||
min={state.minNumber}
|
||||
max={state.maxNumber}
|
||||
placeholder={`${state.minNumber} - ${state.maxNumber}`}
|
||||
className={css({
|
||||
width: '100%',
|
||||
padding: '16px',
|
||||
border: '2px solid',
|
||||
borderColor: 'gray.300',
|
||||
borderRadius: '8px',
|
||||
fontSize: 'xl',
|
||||
textAlign: 'center',
|
||||
marginBottom: '16px',
|
||||
})}
|
||||
/>
|
||||
<button
|
||||
onClick={handleSubmit}
|
||||
disabled={!inputValue}
|
||||
className={css({
|
||||
width: '100%',
|
||||
padding: '16px',
|
||||
background: 'linear-gradient(135deg, #fb923c, #f97316)',
|
||||
color: 'white',
|
||||
border: 'none',
|
||||
borderRadius: '8px',
|
||||
fontSize: 'lg',
|
||||
fontWeight: 'bold',
|
||||
cursor: 'pointer',
|
||||
transition: 'all 0.2s',
|
||||
_disabled: {
|
||||
opacity: 0.5,
|
||||
cursor: 'not-allowed',
|
||||
},
|
||||
_hover: {
|
||||
transform: 'translateY(-2px)',
|
||||
},
|
||||
})}
|
||||
>
|
||||
Confirm Choice
|
||||
</button>
|
||||
</div>
|
||||
) : (
|
||||
<div
|
||||
className={css({
|
||||
background: 'white',
|
||||
border: '2px solid',
|
||||
borderColor: 'orange.200',
|
||||
borderRadius: '12px',
|
||||
padding: '32px',
|
||||
textAlign: 'center',
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
fontSize: '48px',
|
||||
marginBottom: '16px',
|
||||
})}
|
||||
>
|
||||
⏳
|
||||
</div>
|
||||
<p
|
||||
className={css({
|
||||
fontSize: 'lg',
|
||||
color: 'gray.600',
|
||||
})}
|
||||
>
|
||||
Waiting for {chooserMetadata?.name || 'player'} to choose a number...
|
||||
</p>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Scoreboard */}
|
||||
<div
|
||||
className={css({
|
||||
marginTop: '32px',
|
||||
background: 'white',
|
||||
border: '1px solid',
|
||||
borderColor: 'gray.200',
|
||||
borderRadius: '12px',
|
||||
padding: '16px',
|
||||
})}
|
||||
>
|
||||
<h3
|
||||
className={css({
|
||||
fontSize: 'md',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '12px',
|
||||
textAlign: 'center',
|
||||
})}
|
||||
>
|
||||
Scores
|
||||
</h3>
|
||||
<div
|
||||
className={css({
|
||||
display: 'flex',
|
||||
flexWrap: 'wrap',
|
||||
gap: '8px',
|
||||
justifyContent: 'center',
|
||||
})}
|
||||
>
|
||||
{state.activePlayers.map((playerId) => {
|
||||
const player = state.playerMetadata[playerId]
|
||||
return (
|
||||
<div
|
||||
key={playerId}
|
||||
className={css({
|
||||
padding: '8px 16px',
|
||||
background: 'gray.100',
|
||||
borderRadius: '8px',
|
||||
fontSize: 'sm',
|
||||
})}
|
||||
>
|
||||
{player?.emoji} {player?.name}: {state.scores[playerId] || 0}
|
||||
</div>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
/**
|
||||
* Number Guesser Game Component
|
||||
* Main component that switches between game phases
|
||||
*/
|
||||
|
||||
'use client'
|
||||
|
||||
import { useRouter } from 'next/navigation'
|
||||
import { PageWithNav } from '@/components/PageWithNav'
|
||||
import { useNumberGuesser } from '../Provider'
|
||||
import { ChoosingPhase } from './ChoosingPhase'
|
||||
import { GuessingPhase } from './GuessingPhase'
|
||||
import { ResultsPhase } from './ResultsPhase'
|
||||
import { SetupPhase } from './SetupPhase'
|
||||
|
||||
export function GameComponent() {
|
||||
const router = useRouter()
|
||||
const { state, exitSession, goToSetup } = useNumberGuesser()
|
||||
|
||||
// Determine whose turn it is based on game phase
|
||||
const currentPlayerId =
|
||||
state.gamePhase === 'choosing'
|
||||
? state.chooser
|
||||
: state.gamePhase === 'guessing'
|
||||
? state.currentGuesser
|
||||
: undefined
|
||||
|
||||
return (
|
||||
<PageWithNav
|
||||
navTitle="Number Guesser"
|
||||
navEmoji="🎯"
|
||||
emphasizePlayerSelection={state.gamePhase === 'setup'}
|
||||
currentPlayerId={currentPlayerId}
|
||||
playerScores={state.scores}
|
||||
onExitSession={() => {
|
||||
exitSession?.()
|
||||
router.push('/arcade')
|
||||
}}
|
||||
onNewGame={() => {
|
||||
goToSetup?.()
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
flex: 1,
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
overflow: 'auto',
|
||||
minHeight: '100vh',
|
||||
background: 'linear-gradient(135deg, #fff7ed, #ffedd5)',
|
||||
}}
|
||||
>
|
||||
{state.gamePhase === 'setup' && <SetupPhase />}
|
||||
{state.gamePhase === 'choosing' && <ChoosingPhase />}
|
||||
{state.gamePhase === 'guessing' && <GuessingPhase />}
|
||||
{state.gamePhase === 'results' && <ResultsPhase />}
|
||||
</div>
|
||||
</PageWithNav>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,445 @@
|
||||
/**
|
||||
* Guessing Phase - Players take turns guessing the secret number
|
||||
*/
|
||||
|
||||
'use client'
|
||||
|
||||
import { useEffect, useState } from 'react'
|
||||
import { useViewerId } from '@/lib/arcade/game-sdk'
|
||||
import { css } from '../../../../styled-system/css'
|
||||
import { useNumberGuesser } from '../Provider'
|
||||
|
||||
export function GuessingPhase() {
|
||||
const { state, makeGuess, nextRound, lastError, clearError } = useNumberGuesser()
|
||||
const { data: viewerId } = useViewerId()
|
||||
const [inputValue, setInputValue] = useState('')
|
||||
|
||||
const currentGuesserMetadata = state.playerMetadata[state.currentGuesser]
|
||||
const isCurrentGuesser = currentGuesserMetadata?.userId === viewerId
|
||||
|
||||
// Check if someone just won the round
|
||||
const lastGuess = state.guesses[state.guesses.length - 1]
|
||||
const roundJustEnded = lastGuess?.distance === 0
|
||||
|
||||
// Auto-clear error after 5 seconds
|
||||
useEffect(() => {
|
||||
if (lastError) {
|
||||
const timeout = setTimeout(() => clearError(), 5000)
|
||||
return () => clearTimeout(timeout)
|
||||
}
|
||||
}, [lastError, clearError])
|
||||
|
||||
const handleSubmit = () => {
|
||||
const guess = Number.parseInt(inputValue, 10)
|
||||
if (Number.isNaN(guess)) return
|
||||
|
||||
makeGuess(guess)
|
||||
setInputValue('')
|
||||
}
|
||||
|
||||
const getHotColdMessage = (distance: number) => {
|
||||
if (distance === 0) return '🎯 Correct!'
|
||||
if (distance <= 5) return '🔥 Very Hot!'
|
||||
if (distance <= 10) return '🌡️ Hot'
|
||||
if (distance <= 20) return '😊 Warm'
|
||||
if (distance <= 30) return '😐 Cool'
|
||||
if (distance <= 50) return '❄️ Cold'
|
||||
return '🧊 Very Cold'
|
||||
}
|
||||
|
||||
return (
|
||||
<div
|
||||
className={css({
|
||||
padding: '32px',
|
||||
maxWidth: '800px',
|
||||
margin: '0 auto',
|
||||
})}
|
||||
>
|
||||
{/* Header */}
|
||||
<div
|
||||
className={css({
|
||||
textAlign: 'center',
|
||||
marginBottom: '32px',
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
fontSize: '64px',
|
||||
marginBottom: '16px',
|
||||
})}
|
||||
>
|
||||
{roundJustEnded ? '🎉' : currentGuesserMetadata?.emoji || '🤔'}
|
||||
</div>
|
||||
<h2
|
||||
className={css({
|
||||
fontSize: '2xl',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '8px',
|
||||
})}
|
||||
>
|
||||
{roundJustEnded
|
||||
? `${lastGuess.playerName} guessed it!`
|
||||
: isCurrentGuesser
|
||||
? 'Your turn to guess!'
|
||||
: `${currentGuesserMetadata?.name || 'Someone'} is guessing...`}
|
||||
</h2>
|
||||
<p
|
||||
className={css({
|
||||
color: 'gray.600',
|
||||
})}
|
||||
>
|
||||
Round {state.roundNumber} • Range: {state.minNumber} - {state.maxNumber}
|
||||
</p>
|
||||
</div>
|
||||
|
||||
{/* Error Banner */}
|
||||
{lastError && (
|
||||
<div
|
||||
className={css({
|
||||
background: 'linear-gradient(135deg, #fef2f2, #fee2e2)',
|
||||
border: '2px solid',
|
||||
borderColor: 'red.300',
|
||||
borderRadius: '12px',
|
||||
padding: '16px 20px',
|
||||
marginBottom: '24px',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'space-between',
|
||||
animation: 'slideIn 0.3s ease',
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
gap: '12px',
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
fontSize: '24px',
|
||||
})}
|
||||
>
|
||||
⚠️
|
||||
</div>
|
||||
<div>
|
||||
<div
|
||||
className={css({
|
||||
fontSize: 'md',
|
||||
fontWeight: 'bold',
|
||||
color: 'red.700',
|
||||
marginBottom: '4px',
|
||||
})}
|
||||
>
|
||||
Move Rejected
|
||||
</div>
|
||||
<div
|
||||
className={css({
|
||||
fontSize: 'sm',
|
||||
color: 'red.600',
|
||||
})}
|
||||
>
|
||||
{lastError}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<button
|
||||
type="button"
|
||||
onClick={clearError}
|
||||
className={css({
|
||||
padding: '8px 12px',
|
||||
background: 'white',
|
||||
border: '1px solid',
|
||||
borderColor: 'red.300',
|
||||
borderRadius: '6px',
|
||||
fontSize: 'sm',
|
||||
fontWeight: '600',
|
||||
color: 'red.700',
|
||||
cursor: 'pointer',
|
||||
transition: 'all 0.2s',
|
||||
_hover: {
|
||||
background: 'red.50',
|
||||
},
|
||||
})}
|
||||
>
|
||||
Dismiss
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Round ended - show next round button */}
|
||||
{roundJustEnded && (
|
||||
<div
|
||||
className={css({
|
||||
background: 'white',
|
||||
border: '2px solid',
|
||||
borderColor: 'green.200',
|
||||
borderRadius: '12px',
|
||||
padding: '24px',
|
||||
marginBottom: '24px',
|
||||
textAlign: 'center',
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
fontSize: '48px',
|
||||
marginBottom: '16px',
|
||||
})}
|
||||
>
|
||||
🎯
|
||||
</div>
|
||||
<p
|
||||
className={css({
|
||||
fontSize: 'lg',
|
||||
marginBottom: '16px',
|
||||
})}
|
||||
>
|
||||
The secret number was <strong>{state.secretNumber}</strong>!
|
||||
</p>
|
||||
<button
|
||||
type="button"
|
||||
onClick={nextRound}
|
||||
className={css({
|
||||
padding: '12px 24px',
|
||||
background: 'linear-gradient(135deg, #fb923c, #f97316)',
|
||||
color: 'white',
|
||||
border: 'none',
|
||||
borderRadius: '8px',
|
||||
fontSize: 'md',
|
||||
fontWeight: 'bold',
|
||||
cursor: 'pointer',
|
||||
transition: 'all 0.2s',
|
||||
_hover: {
|
||||
transform: 'translateY(-2px)',
|
||||
},
|
||||
})}
|
||||
>
|
||||
Next Round
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Guessing input (only if round not ended) */}
|
||||
{!roundJustEnded && (
|
||||
<div
|
||||
className={css({
|
||||
background: 'white',
|
||||
border: '2px solid',
|
||||
borderColor: 'orange.200',
|
||||
borderRadius: '12px',
|
||||
padding: '24px',
|
||||
marginBottom: '24px',
|
||||
})}
|
||||
>
|
||||
{isCurrentGuesser ? (
|
||||
<>
|
||||
<label
|
||||
className={css({
|
||||
display: 'block',
|
||||
fontSize: 'md',
|
||||
fontWeight: '600',
|
||||
marginBottom: '12px',
|
||||
textAlign: 'center',
|
||||
})}
|
||||
>
|
||||
Make your guess ({state.minNumber} - {state.maxNumber})
|
||||
</label>
|
||||
<input
|
||||
type="number"
|
||||
value={inputValue}
|
||||
onChange={(e) => setInputValue(e.target.value)}
|
||||
onKeyDown={(e) => {
|
||||
if (e.key === 'Enter' && inputValue) {
|
||||
handleSubmit()
|
||||
}
|
||||
}}
|
||||
min={state.minNumber}
|
||||
max={state.maxNumber}
|
||||
placeholder={`${state.minNumber} - ${state.maxNumber}`}
|
||||
className={css({
|
||||
width: '100%',
|
||||
padding: '16px',
|
||||
border: '2px solid',
|
||||
borderColor: 'gray.300',
|
||||
borderRadius: '8px',
|
||||
fontSize: 'xl',
|
||||
textAlign: 'center',
|
||||
marginBottom: '16px',
|
||||
})}
|
||||
/>
|
||||
<button
|
||||
type="button"
|
||||
onClick={handleSubmit}
|
||||
disabled={!inputValue}
|
||||
className={css({
|
||||
width: '100%',
|
||||
padding: '16px',
|
||||
background: 'linear-gradient(135deg, #fb923c, #f97316)',
|
||||
color: 'white',
|
||||
border: 'none',
|
||||
borderRadius: '8px',
|
||||
fontSize: 'lg',
|
||||
fontWeight: 'bold',
|
||||
cursor: 'pointer',
|
||||
transition: 'all 0.2s',
|
||||
_disabled: {
|
||||
opacity: 0.5,
|
||||
cursor: 'not-allowed',
|
||||
},
|
||||
_hover: {
|
||||
transform: 'translateY(-2px)',
|
||||
},
|
||||
})}
|
||||
>
|
||||
Submit Guess
|
||||
</button>
|
||||
</>
|
||||
) : (
|
||||
<div
|
||||
className={css({
|
||||
textAlign: 'center',
|
||||
padding: '16px',
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
fontSize: '48px',
|
||||
marginBottom: '16px',
|
||||
})}
|
||||
>
|
||||
⏳
|
||||
</div>
|
||||
<p
|
||||
className={css({
|
||||
fontSize: 'lg',
|
||||
color: 'gray.600',
|
||||
})}
|
||||
>
|
||||
Waiting for {currentGuesserMetadata?.name || 'player'} to guess...
|
||||
</p>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Guess history */}
|
||||
{state.guesses.length > 0 && (
|
||||
<div
|
||||
className={css({
|
||||
background: 'white',
|
||||
border: '1px solid',
|
||||
borderColor: 'gray.200',
|
||||
borderRadius: '12px',
|
||||
padding: '16px',
|
||||
marginBottom: '24px',
|
||||
})}
|
||||
>
|
||||
<h3
|
||||
className={css({
|
||||
fontSize: 'md',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '12px',
|
||||
})}
|
||||
>
|
||||
Guess History
|
||||
</h3>
|
||||
<div
|
||||
className={css({
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '8px',
|
||||
})}
|
||||
>
|
||||
{state.guesses.map((guess, index) => {
|
||||
const player = state.playerMetadata[guess.playerId]
|
||||
return (
|
||||
<div
|
||||
key={index}
|
||||
className={css({
|
||||
padding: '12px',
|
||||
background: guess.distance === 0 ? 'green.50' : 'gray.50',
|
||||
borderRadius: '8px',
|
||||
display: 'flex',
|
||||
justifyContent: 'space-between',
|
||||
alignItems: 'center',
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
gap: '8px',
|
||||
})}
|
||||
>
|
||||
<span>{player?.emoji || '🎮'}</span>
|
||||
<span className={css({ fontWeight: '600' })}>{guess.playerName}</span>
|
||||
<span className={css({ color: 'gray.600' })}>guessed</span>
|
||||
<span className={css({ fontWeight: 'bold', fontSize: 'lg' })}>
|
||||
{guess.guess}
|
||||
</span>
|
||||
</div>
|
||||
<div
|
||||
className={css({
|
||||
fontWeight: 'bold',
|
||||
color: guess.distance === 0 ? 'green.700' : 'orange.700',
|
||||
})}
|
||||
>
|
||||
{getHotColdMessage(guess.distance)}
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Scoreboard */}
|
||||
<div
|
||||
className={css({
|
||||
background: 'white',
|
||||
border: '1px solid',
|
||||
borderColor: 'gray.200',
|
||||
borderRadius: '12px',
|
||||
padding: '16px',
|
||||
})}
|
||||
>
|
||||
<h3
|
||||
className={css({
|
||||
fontSize: 'md',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '12px',
|
||||
textAlign: 'center',
|
||||
})}
|
||||
>
|
||||
Scores (First to {state.roundsToWin} wins!)
|
||||
</h3>
|
||||
<div
|
||||
className={css({
|
||||
display: 'flex',
|
||||
flexWrap: 'wrap',
|
||||
gap: '8px',
|
||||
justifyContent: 'center',
|
||||
})}
|
||||
>
|
||||
{state.activePlayers.map((playerId) => {
|
||||
const player = state.playerMetadata[playerId]
|
||||
const score = state.scores[playerId] || 0
|
||||
return (
|
||||
<div
|
||||
key={playerId}
|
||||
className={css({
|
||||
padding: '8px 16px',
|
||||
background: 'gray.100',
|
||||
borderRadius: '8px',
|
||||
fontSize: 'sm',
|
||||
})}
|
||||
>
|
||||
{player?.emoji} {player?.name}: {score}
|
||||
</div>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,208 @@
|
||||
/**
|
||||
* Results Phase - Shows winner and final scores
|
||||
*/
|
||||
|
||||
'use client'
|
||||
|
||||
import { css } from '../../../../styled-system/css'
|
||||
import { useNumberGuesser } from '../Provider'
|
||||
|
||||
export function ResultsPhase() {
|
||||
const { state, goToSetup } = useNumberGuesser()
|
||||
|
||||
const winnerMetadata = state.winner ? state.playerMetadata[state.winner] : null
|
||||
const winnerScore = state.winner ? state.scores[state.winner] : 0
|
||||
|
||||
// Sort players by score
|
||||
const sortedPlayers = [...state.activePlayers].sort((a, b) => {
|
||||
const scoreA = state.scores[a] || 0
|
||||
const scoreB = state.scores[b] || 0
|
||||
return scoreB - scoreA
|
||||
})
|
||||
|
||||
return (
|
||||
<div
|
||||
className={css({
|
||||
padding: '32px',
|
||||
maxWidth: '600px',
|
||||
margin: '0 auto',
|
||||
})}
|
||||
>
|
||||
{/* Winner Celebration */}
|
||||
<div
|
||||
className={css({
|
||||
textAlign: 'center',
|
||||
marginBottom: '32px',
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
fontSize: '96px',
|
||||
marginBottom: '16px',
|
||||
animation: 'bounce 1s ease-in-out infinite',
|
||||
})}
|
||||
>
|
||||
{winnerMetadata?.emoji || '🏆'}
|
||||
</div>
|
||||
<h1
|
||||
className={css({
|
||||
fontSize: '3xl',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '8px',
|
||||
background: 'linear-gradient(135deg, #fb923c, #f97316)',
|
||||
backgroundClip: 'text',
|
||||
color: 'transparent',
|
||||
})}
|
||||
>
|
||||
{winnerMetadata?.name || 'Someone'} Wins!
|
||||
</h1>
|
||||
<p
|
||||
className={css({
|
||||
fontSize: 'xl',
|
||||
color: 'gray.600',
|
||||
})}
|
||||
>
|
||||
with {winnerScore} {winnerScore === 1 ? 'round' : 'rounds'} won
|
||||
</p>
|
||||
</div>
|
||||
|
||||
{/* Final Standings */}
|
||||
<div
|
||||
className={css({
|
||||
background: 'white',
|
||||
border: '2px solid',
|
||||
borderColor: 'orange.200',
|
||||
borderRadius: '12px',
|
||||
padding: '24px',
|
||||
marginBottom: '24px',
|
||||
})}
|
||||
>
|
||||
<h3
|
||||
className={css({
|
||||
fontSize: 'lg',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '16px',
|
||||
textAlign: 'center',
|
||||
})}
|
||||
>
|
||||
Final Standings
|
||||
</h3>
|
||||
<div
|
||||
className={css({
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '12px',
|
||||
})}
|
||||
>
|
||||
{sortedPlayers.map((playerId, index) => {
|
||||
const player = state.playerMetadata[playerId]
|
||||
const score = state.scores[playerId] || 0
|
||||
const isWinner = playerId === state.winner
|
||||
|
||||
return (
|
||||
<div
|
||||
key={playerId}
|
||||
className={css({
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'space-between',
|
||||
padding: '16px',
|
||||
background: isWinner ? 'linear-gradient(135deg, #fed7aa, #fdba74)' : 'gray.100',
|
||||
borderRadius: '8px',
|
||||
border: isWinner ? '2px solid' : 'none',
|
||||
borderColor: isWinner ? 'orange.300' : undefined,
|
||||
})}
|
||||
>
|
||||
<div
|
||||
className={css({
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
gap: '12px',
|
||||
})}
|
||||
>
|
||||
<span
|
||||
className={css({
|
||||
fontSize: '2xl',
|
||||
fontWeight: 'bold',
|
||||
color: 'gray.400',
|
||||
width: '32px',
|
||||
textAlign: 'center',
|
||||
})}
|
||||
>
|
||||
{index + 1}
|
||||
</span>
|
||||
<span className={css({ fontSize: '32px' })}>{player?.emoji || '🎮'}</span>
|
||||
<span className={css({ fontSize: 'lg', fontWeight: '600' })}>
|
||||
{player?.name || 'Unknown'}
|
||||
</span>
|
||||
</div>
|
||||
<div
|
||||
className={css({
|
||||
fontSize: '2xl',
|
||||
fontWeight: 'bold',
|
||||
color: isWinner ? 'orange.700' : 'gray.700',
|
||||
})}
|
||||
>
|
||||
{score} {isWinner && '🏆'}
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Game Stats */}
|
||||
<div
|
||||
className={css({
|
||||
background: 'white',
|
||||
border: '1px solid',
|
||||
borderColor: 'gray.200',
|
||||
borderRadius: '12px',
|
||||
padding: '16px',
|
||||
marginBottom: '24px',
|
||||
textAlign: 'center',
|
||||
})}
|
||||
>
|
||||
<h3
|
||||
className={css({
|
||||
fontSize: 'md',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '8px',
|
||||
})}
|
||||
>
|
||||
Game Stats
|
||||
</h3>
|
||||
<p className={css({ color: 'gray.600', fontSize: 'sm' })}>
|
||||
{state.roundNumber} {state.roundNumber === 1 ? 'round' : 'rounds'} played
|
||||
</p>
|
||||
<p className={css({ color: 'gray.600', fontSize: 'sm' })}>
|
||||
{state.guesses.length} {state.guesses.length === 1 ? 'guess' : 'guesses'} made
|
||||
</p>
|
||||
</div>
|
||||
|
||||
{/* Actions */}
|
||||
<button
|
||||
type="button"
|
||||
onClick={goToSetup}
|
||||
className={css({
|
||||
width: '100%',
|
||||
padding: '16px',
|
||||
background: 'linear-gradient(135deg, #fb923c, #f97316)',
|
||||
color: 'white',
|
||||
border: 'none',
|
||||
borderRadius: '12px',
|
||||
fontSize: 'lg',
|
||||
fontWeight: 'bold',
|
||||
cursor: 'pointer',
|
||||
transition: 'all 0.2s',
|
||||
_hover: {
|
||||
transform: 'translateY(-2px)',
|
||||
boxShadow: '0 8px 16px rgba(249, 115, 22, 0.3)',
|
||||
},
|
||||
})}
|
||||
>
|
||||
Play Again
|
||||
</button>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,197 @@
|
||||
/**
|
||||
* Setup Phase - Game configuration
|
||||
*/
|
||||
|
||||
'use client'
|
||||
|
||||
import { css } from '../../../../styled-system/css'
|
||||
import { useNumberGuesser } from '../Provider'
|
||||
|
||||
export function SetupPhase() {
|
||||
const { state, startGame, setConfig } = useNumberGuesser()
|
||||
|
||||
return (
|
||||
<div
|
||||
className={css({
|
||||
padding: '32px',
|
||||
maxWidth: '600px',
|
||||
margin: '0 auto',
|
||||
})}
|
||||
>
|
||||
<h2
|
||||
className={css({
|
||||
fontSize: '2xl',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '24px',
|
||||
textAlign: 'center',
|
||||
})}
|
||||
>
|
||||
🎯 Number Guesser Setup
|
||||
</h2>
|
||||
|
||||
<div
|
||||
className={css({
|
||||
background: 'white',
|
||||
border: '2px solid',
|
||||
borderColor: 'orange.200',
|
||||
borderRadius: '12px',
|
||||
padding: '24px',
|
||||
marginBottom: '24px',
|
||||
})}
|
||||
>
|
||||
<h3
|
||||
className={css({
|
||||
fontSize: 'lg',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '16px',
|
||||
})}
|
||||
>
|
||||
Game Rules
|
||||
</h3>
|
||||
<ul
|
||||
className={css({
|
||||
listStyle: 'disc',
|
||||
paddingLeft: '24px',
|
||||
lineHeight: '1.6',
|
||||
color: 'gray.700',
|
||||
})}
|
||||
>
|
||||
<li>One player chooses a secret number</li>
|
||||
<li>Other players take turns guessing</li>
|
||||
<li>Get feedback on how close your guess is</li>
|
||||
<li>First to guess correctly wins the round!</li>
|
||||
<li>First to {state.roundsToWin} rounds wins the game!</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div
|
||||
className={css({
|
||||
background: 'white',
|
||||
border: '2px solid',
|
||||
borderColor: 'orange.200',
|
||||
borderRadius: '12px',
|
||||
padding: '24px',
|
||||
marginBottom: '24px',
|
||||
})}
|
||||
>
|
||||
<h3
|
||||
className={css({
|
||||
fontSize: 'lg',
|
||||
fontWeight: 'bold',
|
||||
marginBottom: '16px',
|
||||
})}
|
||||
>
|
||||
Configuration
|
||||
</h3>
|
||||
|
||||
<div
|
||||
className={css({
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '16px',
|
||||
})}
|
||||
>
|
||||
<div>
|
||||
<label
|
||||
className={css({
|
||||
display: 'block',
|
||||
fontSize: 'sm',
|
||||
fontWeight: '600',
|
||||
marginBottom: '4px',
|
||||
})}
|
||||
>
|
||||
Minimum Number
|
||||
</label>
|
||||
<input
|
||||
type="number"
|
||||
value={state.minNumber ?? 1}
|
||||
onChange={(e) => setConfig('minNumber', Number.parseInt(e.target.value, 10))}
|
||||
className={css({
|
||||
width: '100%',
|
||||
padding: '8px 12px',
|
||||
border: '1px solid',
|
||||
borderColor: 'gray.300',
|
||||
borderRadius: '6px',
|
||||
fontSize: 'md',
|
||||
})}
|
||||
/>
|
||||
</div>
|
||||
|
||||
<div>
|
||||
<label
|
||||
className={css({
|
||||
display: 'block',
|
||||
fontSize: 'sm',
|
||||
fontWeight: '600',
|
||||
marginBottom: '4px',
|
||||
})}
|
||||
>
|
||||
Maximum Number
|
||||
</label>
|
||||
<input
|
||||
type="number"
|
||||
value={state.maxNumber ?? 100}
|
||||
onChange={(e) => setConfig('maxNumber', Number.parseInt(e.target.value, 10))}
|
||||
className={css({
|
||||
width: '100%',
|
||||
padding: '8px 12px',
|
||||
border: '1px solid',
|
||||
borderColor: 'gray.300',
|
||||
borderRadius: '6px',
|
||||
fontSize: 'md',
|
||||
})}
|
||||
/>
|
||||
</div>
|
||||
|
||||
<div>
|
||||
<label
|
||||
className={css({
|
||||
display: 'block',
|
||||
fontSize: 'sm',
|
||||
fontWeight: '600',
|
||||
marginBottom: '4px',
|
||||
})}
|
||||
>
|
||||
Rounds to Win
|
||||
</label>
|
||||
<input
|
||||
type="number"
|
||||
value={state.roundsToWin ?? 3}
|
||||
onChange={(e) => setConfig('roundsToWin', Number.parseInt(e.target.value, 10))}
|
||||
className={css({
|
||||
width: '100%',
|
||||
padding: '8px 12px',
|
||||
border: '1px solid',
|
||||
borderColor: 'gray.300',
|
||||
borderRadius: '6px',
|
||||
fontSize: 'md',
|
||||
})}
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<button
|
||||
onClick={startGame}
|
||||
className={css({
|
||||
width: '100%',
|
||||
padding: '16px',
|
||||
background: 'linear-gradient(135deg, #fb923c, #f97316)',
|
||||
color: 'white',
|
||||
border: 'none',
|
||||
borderRadius: '12px',
|
||||
fontSize: 'lg',
|
||||
fontWeight: 'bold',
|
||||
cursor: 'pointer',
|
||||
transition: 'all 0.2s',
|
||||
_hover: {
|
||||
transform: 'translateY(-2px)',
|
||||
boxShadow: '0 8px 16px rgba(249, 115, 22, 0.3)',
|
||||
},
|
||||
})}
|
||||
>
|
||||
Start Game
|
||||
</button>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
15
apps/web/src/arcade-games/number-guesser/game.yaml
Normal file
15
apps/web/src/arcade-games/number-guesser/game.yaml
Normal file
@@ -0,0 +1,15 @@
|
||||
name: number-guesser
|
||||
displayName: Number Guesser
|
||||
icon: 🎯
|
||||
description: Classic turn-based number guessing game
|
||||
longDescription: One player thinks of a number, others take turns guessing. Get hot/cold feedback as you try to find the secret number. Perfect for testing your deduction skills!
|
||||
maxPlayers: 4
|
||||
difficulty: Beginner
|
||||
chips:
|
||||
- 👥 Multiplayer
|
||||
- 🎲 Turn-Based
|
||||
- 🧠 Logic Puzzle
|
||||
color: orange
|
||||
gradient: linear-gradient(135deg, #fed7aa, #fdba74)
|
||||
borderColor: orange.200
|
||||
available: true
|
||||
66
apps/web/src/arcade-games/number-guesser/index.ts
Normal file
66
apps/web/src/arcade-games/number-guesser/index.ts
Normal file
@@ -0,0 +1,66 @@
|
||||
/**
|
||||
* Number Guesser Game Definition
|
||||
* Exports the complete game using the Arcade SDK
|
||||
*/
|
||||
|
||||
import { defineGame } from '@/lib/arcade/game-sdk'
|
||||
import type { GameManifest } from '@/lib/arcade/game-sdk'
|
||||
import { GameComponent } from './components/GameComponent'
|
||||
import { NumberGuesserProvider } from './Provider'
|
||||
import type { NumberGuesserConfig, NumberGuesserMove, NumberGuesserState } from './types'
|
||||
import { numberGuesserValidator } from './Validator'
|
||||
|
||||
// Game manifest (matches game.yaml)
|
||||
const manifest: GameManifest = {
|
||||
name: 'number-guesser',
|
||||
displayName: 'Number Guesser',
|
||||
icon: '🎯',
|
||||
description: 'Classic turn-based number guessing game',
|
||||
longDescription:
|
||||
'One player thinks of a number, others take turns guessing. Get hot/cold feedback to narrow down your guesses. First to guess wins the round!',
|
||||
maxPlayers: 4,
|
||||
difficulty: 'Beginner',
|
||||
chips: ['👥 Multiplayer', '🎲 Turn-Based', '🧠 Logic Puzzle'],
|
||||
color: 'orange',
|
||||
gradient: 'linear-gradient(135deg, #fed7aa, #fdba74)',
|
||||
borderColor: 'orange.200',
|
||||
available: true,
|
||||
}
|
||||
|
||||
// Default configuration
|
||||
const defaultConfig: NumberGuesserConfig = {
|
||||
minNumber: 1,
|
||||
maxNumber: 100,
|
||||
roundsToWin: 3,
|
||||
}
|
||||
|
||||
// Config validation function
|
||||
function validateNumberGuesserConfig(config: unknown): config is NumberGuesserConfig {
|
||||
return (
|
||||
typeof config === 'object' &&
|
||||
config !== null &&
|
||||
'minNumber' in config &&
|
||||
'maxNumber' in config &&
|
||||
'roundsToWin' in config &&
|
||||
typeof config.minNumber === 'number' &&
|
||||
typeof config.maxNumber === 'number' &&
|
||||
typeof config.roundsToWin === 'number' &&
|
||||
config.minNumber >= 1 &&
|
||||
config.maxNumber > config.minNumber &&
|
||||
config.roundsToWin >= 1
|
||||
)
|
||||
}
|
||||
|
||||
// Export game definition
|
||||
export const numberGuesserGame = defineGame<
|
||||
NumberGuesserConfig,
|
||||
NumberGuesserState,
|
||||
NumberGuesserMove
|
||||
>({
|
||||
manifest,
|
||||
Provider: NumberGuesserProvider,
|
||||
GameComponent,
|
||||
validator: numberGuesserValidator,
|
||||
defaultConfig,
|
||||
validateConfig: validateNumberGuesserConfig,
|
||||
})
|
||||
116
apps/web/src/arcade-games/number-guesser/types.ts
Normal file
116
apps/web/src/arcade-games/number-guesser/types.ts
Normal file
@@ -0,0 +1,116 @@
|
||||
/**
|
||||
* Type definitions for Number Guesser game
|
||||
*/
|
||||
|
||||
import type { GameMove } from '@/lib/arcade/game-sdk'
|
||||
|
||||
/**
|
||||
* Game configuration
|
||||
*/
|
||||
export type NumberGuesserConfig = {
|
||||
minNumber: number
|
||||
maxNumber: number
|
||||
roundsToWin: number
|
||||
}
|
||||
|
||||
/**
|
||||
* A single guess attempt
|
||||
*/
|
||||
export interface Guess {
|
||||
playerId: string
|
||||
playerName: string
|
||||
guess: number
|
||||
distance: number // How far from the secret number
|
||||
timestamp: number
|
||||
}
|
||||
|
||||
/**
|
||||
* Game phases
|
||||
*/
|
||||
export type GamePhase = 'setup' | 'choosing' | 'guessing' | 'results'
|
||||
|
||||
/**
|
||||
* Game state
|
||||
*/
|
||||
export type NumberGuesserState = {
|
||||
// Configuration
|
||||
minNumber: number
|
||||
maxNumber: number
|
||||
roundsToWin: number
|
||||
|
||||
// Game phase
|
||||
gamePhase: GamePhase
|
||||
|
||||
// Players
|
||||
activePlayers: string[]
|
||||
playerMetadata: Record<string, { name: string; emoji: string; color: string; userId: string }>
|
||||
|
||||
// Current round
|
||||
secretNumber: number | null
|
||||
chooser: string // Player ID who chose the number
|
||||
currentGuesser: string // Player ID whose turn it is to guess
|
||||
|
||||
// Round history
|
||||
guesses: Guess[]
|
||||
roundNumber: number
|
||||
|
||||
// Scores
|
||||
scores: Record<string, number>
|
||||
|
||||
// Game state
|
||||
gameStartTime: number | null
|
||||
gameEndTime: number | null
|
||||
winner: string | null
|
||||
}
|
||||
|
||||
/**
|
||||
* Game moves
|
||||
*/
|
||||
export interface StartGameMove extends GameMove {
|
||||
type: 'START_GAME'
|
||||
data: {
|
||||
activePlayers: string[]
|
||||
playerMetadata: Record<string, unknown>
|
||||
}
|
||||
}
|
||||
|
||||
export interface ChooseNumberMove extends GameMove {
|
||||
type: 'CHOOSE_NUMBER'
|
||||
data: {
|
||||
secretNumber: number
|
||||
}
|
||||
}
|
||||
|
||||
export interface MakeGuessMove extends GameMove {
|
||||
type: 'MAKE_GUESS'
|
||||
data: {
|
||||
guess: number
|
||||
playerName: string
|
||||
}
|
||||
}
|
||||
|
||||
export interface NextRoundMove extends GameMove {
|
||||
type: 'NEXT_ROUND'
|
||||
data: Record<string, never>
|
||||
}
|
||||
|
||||
export interface GoToSetupMove extends GameMove {
|
||||
type: 'GO_TO_SETUP'
|
||||
data: Record<string, never>
|
||||
}
|
||||
|
||||
export interface SetConfigMove extends GameMove {
|
||||
type: 'SET_CONFIG'
|
||||
data: {
|
||||
field: 'minNumber' | 'maxNumber' | 'roundsToWin'
|
||||
value: number
|
||||
}
|
||||
}
|
||||
|
||||
export type NumberGuesserMove =
|
||||
| StartGameMove
|
||||
| ChooseNumberMove
|
||||
| MakeGuessMove
|
||||
| NextRoundMove
|
||||
| GoToSetupMove
|
||||
| SetConfigMove
|
||||
@@ -23,10 +23,23 @@ export function GameCard({ gameType, config, variant = 'detailed', className }:
|
||||
}
|
||||
|
||||
const handleGameClick = () => {
|
||||
console.log(`[GameCard] Clicked on ${config.name}:`, {
|
||||
activePlayerCount,
|
||||
maxPlayers: config.maxPlayers,
|
||||
isGameAvailable: isGameAvailable(),
|
||||
configAvailable: config.available,
|
||||
willNavigate: isGameAvailable() && config.available !== false,
|
||||
url: config.url,
|
||||
})
|
||||
|
||||
if (isGameAvailable() && config.available !== false) {
|
||||
console.log('🔄 GameCard: Navigating with Next.js router (no page reload)')
|
||||
// Use Next.js router for client-side navigation - this preserves fullscreen!
|
||||
router.push(config.url)
|
||||
} else {
|
||||
console.warn('❌ GameCard: Navigation blocked', {
|
||||
reason: !isGameAvailable() ? 'Player count mismatch' : 'Game not available',
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user