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31
CHANGELOG.md
31
CHANGELOG.md
@@ -1,3 +1,34 @@
|
||||
## [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)
|
||||
|
||||
|
||||
|
||||
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`
|
||||
@@ -20,7 +20,7 @@ type RouteContext = {
|
||||
* Body:
|
||||
* - accessMode?: 'open' | 'locked' | 'retired' | 'password' | 'restricted' | 'approval-only'
|
||||
* - password?: string (plain text, will be hashed)
|
||||
* - gameName?: 'matching' | 'memory-quiz' | 'complement-race' | 'number-guesser' | null (select game for room)
|
||||
* - gameName?: 'matching' | 'memory-quiz' | 'complement-race' | 'number-guesser' | 'math-sprint' | null (select game for room)
|
||||
* - gameConfig?: object (game-specific settings)
|
||||
*/
|
||||
export async function PATCH(req: NextRequest, context: RouteContext) {
|
||||
@@ -95,7 +95,7 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
|
||||
// Validate gameName if provided
|
||||
if (body.gameName !== undefined && body.gameName !== null) {
|
||||
// Legacy games + registry games (TODO: make this dynamic when we refactor to lazy-load registry)
|
||||
const validGames = ['matching', 'memory-quiz', 'complement-race', 'number-guesser']
|
||||
const validGames = ['matching', 'memory-quiz', 'complement-race', 'number-guesser', 'math-sprint']
|
||||
if (!validGames.includes(body.gameName)) {
|
||||
return NextResponse.json({ error: 'Invalid game name' }, { status: 400 })
|
||||
}
|
||||
|
||||
816
apps/web/src/arcade-games/README.md
Normal file
816
apps/web/src/arcade-games/README.md
Normal file
@@ -0,0 +1,816 @@
|
||||
# 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
|
||||
|
||||
### System Components
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Game Registry │
|
||||
│ - Registers all available games │
|
||||
│ - Provides game discovery │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Game SDK │
|
||||
│ - Stable API surface for games │
|
||||
│ - React hooks (useArcadeSession, useRoomData, etc.) │
|
||||
│ - Type definitions and utilities │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Individual Games │
|
||||
│ number-guesser/ │
|
||||
│ ├── index.ts (Game definition) │
|
||||
│ ├── Validator.ts (Server validation) │
|
||||
│ ├── Provider.tsx (Client state management) │
|
||||
│ ├── GameComponent.tsx (Main UI) │
|
||||
│ ├── types.ts (TypeScript types) │
|
||||
│ └── components/ (Phase UIs) │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
### 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
|
||||
}
|
||||
```
|
||||
|
||||
#### 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,
|
||||
}
|
||||
|
||||
export const myGame = defineGame<MyGameConfig, MyGameState, MyGameMove>({
|
||||
manifest,
|
||||
Provider: MyGameProvider,
|
||||
GameComponent,
|
||||
validator: myGameValidator,
|
||||
defaultConfig,
|
||||
})
|
||||
```
|
||||
|
||||
### 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.
|
||||
|
||||
---
|
||||
|
||||
## 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.
|
||||
198
apps/web/src/arcade-games/math-sprint/Provider.tsx
Normal file
198
apps/web/src/arcade-games/math-sprint/Provider.tsx
Normal file
@@ -0,0 +1,198 @@
|
||||
/**
|
||||
* 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>
|
||||
}
|
||||
340
apps/web/src/arcade-games/math-sprint/Validator.ts
Normal file
340
apps/web/src/arcade-games/math-sprint/Validator.ts
Normal file
@@ -0,0 +1,340 @@
|
||||
/**
|
||||
* 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 { TEAM_MOVE } from '@/lib/arcade/validation/types'
|
||||
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 +1,347 @@
|
||||
/**
|
||||
* 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..."
|
||||
autoFocus
|
||||
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>
|
||||
)
|
||||
}
|
||||
196
apps/web/src/arcade-games/math-sprint/components/SetupPhase.tsx
Normal file
196
apps/web/src/arcade-games/math-sprint/components/SetupPhase.tsx
Normal file
@@ -0,0 +1,196 @@
|
||||
/**
|
||||
* 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>
|
||||
)
|
||||
}
|
||||
43
apps/web/src/arcade-games/math-sprint/index.ts
Normal file
43
apps/web/src/arcade-games/math-sprint/index.ts
Normal file
@@ -0,0 +1,43 @@
|
||||
/**
|
||||
* 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,
|
||||
}
|
||||
|
||||
export const mathSprintGame = defineGame<MathSprintConfig, MathSprintState, MathSprintMove>({
|
||||
manifest,
|
||||
Provider: MathSprintProvider,
|
||||
GameComponent,
|
||||
validator: mathSprintValidator,
|
||||
defaultConfig,
|
||||
})
|
||||
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
|
||||
}
|
||||
}
|
||||
@@ -22,12 +22,14 @@ import type { NumberGuesserState } from './types'
|
||||
*/
|
||||
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
|
||||
}
|
||||
|
||||
@@ -62,7 +64,7 @@ export function NumberGuesserProvider({ children }: { children: ReactNode }) {
|
||||
const { activePlayers: activePlayerIds, players } = useGameMode()
|
||||
const { mutate: updateGameConfig } = useUpdateGameConfig()
|
||||
|
||||
// Get active players as array
|
||||
// Get active players as array (keep Set iteration order to match UI display)
|
||||
const activePlayers = Array.from(activePlayerIds)
|
||||
|
||||
// Merge saved config from room
|
||||
@@ -90,12 +92,13 @@ export function NumberGuesserProvider({ children }: { children: ReactNode }) {
|
||||
}, [roomData?.gameConfig])
|
||||
|
||||
// Arcade session integration
|
||||
const { state, sendMove, exitSession } = useArcadeSession<NumberGuesserState>({
|
||||
userId: viewerId || '',
|
||||
roomId: roomData?.id,
|
||||
initialState,
|
||||
applyMove: applyMoveOptimistically,
|
||||
})
|
||||
const { state, sendMove, exitSession, lastError, clearError } =
|
||||
useArcadeSession<NumberGuesserState>({
|
||||
userId: viewerId || '',
|
||||
roomId: roomData?.id,
|
||||
initialState,
|
||||
applyMove: applyMoveOptimistically,
|
||||
})
|
||||
|
||||
// Action creators
|
||||
const startGame = useCallback(() => {
|
||||
@@ -195,12 +198,14 @@ export function NumberGuesserProvider({ children }: { children: ReactNode }) {
|
||||
|
||||
const contextValue: NumberGuesserContextValue = {
|
||||
state,
|
||||
lastError,
|
||||
startGame,
|
||||
chooseNumber,
|
||||
makeGuess,
|
||||
nextRound,
|
||||
goToSetup,
|
||||
setConfig,
|
||||
clearError,
|
||||
exitSession,
|
||||
}
|
||||
|
||||
|
||||
@@ -14,10 +14,17 @@ export class NumberGuesserValidator
|
||||
return this.validateStartGame(state, move.data.activePlayers, move.data.playerMetadata)
|
||||
|
||||
case 'CHOOSE_NUMBER':
|
||||
return this.validateChooseNumber(state, move.data.secretNumber, move.playerId)
|
||||
// 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':
|
||||
return this.validateMakeGuess(state, move.data.guess, move.playerId, move.data.playerName)
|
||||
// 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)
|
||||
@@ -26,7 +33,8 @@ export class NumberGuesserValidator
|
||||
return this.validateGoToSetup(state)
|
||||
|
||||
case 'SET_CONFIG':
|
||||
return this.validateSetConfig(state, move.data.field, move.data.value)
|
||||
// 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 {
|
||||
@@ -88,6 +96,12 @@ export class NumberGuesserValidator
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
@@ -128,7 +142,17 @@ export class NumberGuesserValidator
|
||||
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,
|
||||
@@ -181,8 +205,16 @@ export class NumberGuesserValidator
|
||||
}
|
||||
|
||||
private validateNextRound(state: NumberGuesserState): ValidationResult {
|
||||
if (state.gamePhase !== 'guessing' || !state.winner) {
|
||||
return { valid: false, error: 'Cannot start next round yet' }
|
||||
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
|
||||
|
||||
@@ -17,11 +17,21 @@ 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')
|
||||
|
||||
@@ -4,13 +4,13 @@
|
||||
|
||||
'use client'
|
||||
|
||||
import { useState } from 'react'
|
||||
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 } = useNumberGuesser()
|
||||
const { state, makeGuess, nextRound, lastError, clearError } = useNumberGuesser()
|
||||
const { data: viewerId } = useViewerId()
|
||||
const [inputValue, setInputValue] = useState('')
|
||||
|
||||
@@ -21,6 +21,14 @@ export function GuessingPhase() {
|
||||
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
|
||||
@@ -84,6 +92,81 @@ export function GuessingPhase() {
|
||||
</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
|
||||
|
||||
@@ -34,7 +34,7 @@ export const arcadeRooms = sqliteTable('arcade_rooms', {
|
||||
|
||||
// Game configuration (nullable to support game selection in room)
|
||||
gameName: text('game_name', {
|
||||
enum: ['matching', 'memory-quiz', 'complement-race', 'number-guesser'],
|
||||
enum: ['matching', 'memory-quiz', 'complement-race', 'number-guesser', 'math-sprint'],
|
||||
}),
|
||||
gameConfig: text('game_config', { mode: 'json' }), // Game-specific settings (nullable when no game selected)
|
||||
|
||||
|
||||
@@ -17,7 +17,7 @@ export const arcadeSessions = sqliteTable('arcade_sessions', {
|
||||
|
||||
// Session metadata
|
||||
currentGame: text('current_game', {
|
||||
enum: ['matching', 'memory-quiz', 'complement-race', 'number-guesser'],
|
||||
enum: ['matching', 'memory-quiz', 'complement-race', 'number-guesser', 'math-sprint'],
|
||||
}).notNull(),
|
||||
|
||||
gameUrl: text('game_url').notNull(), // e.g., '/arcade/matching'
|
||||
|
||||
@@ -20,7 +20,7 @@ export const roomGameConfigs = sqliteTable(
|
||||
|
||||
// Game identifier
|
||||
gameName: text('game_name', {
|
||||
enum: ['matching', 'memory-quiz', 'complement-race', 'number-guesser'],
|
||||
enum: ['matching', 'memory-quiz', 'complement-race', 'number-guesser', 'math-sprint'],
|
||||
}).notNull(),
|
||||
|
||||
// Game-specific configuration JSON
|
||||
@@ -28,6 +28,8 @@ export const roomGameConfigs = sqliteTable(
|
||||
// - matching: { gameType, difficulty, turnTimer }
|
||||
// - memory-quiz: { selectedCount, displayTime, selectedDifficulty, playMode }
|
||||
// - complement-race: TBD
|
||||
// - number-guesser: { minNumber, maxNumber, roundsToWin }
|
||||
// - math-sprint: { difficulty, questionsPerRound, timePerQuestion }
|
||||
config: text('config', { mode: 'json' }).notNull(),
|
||||
|
||||
// Timestamps
|
||||
|
||||
@@ -46,6 +46,11 @@ export interface UseArcadeSessionReturn<TState> {
|
||||
*/
|
||||
hasPendingMoves: boolean
|
||||
|
||||
/**
|
||||
* Last error from server (move rejection)
|
||||
*/
|
||||
lastError: string | null
|
||||
|
||||
/**
|
||||
* Send a game move (applies optimistically and sends to server)
|
||||
* Note: playerId must be provided by caller (not omitted)
|
||||
@@ -57,6 +62,11 @@ export interface UseArcadeSessionReturn<TState> {
|
||||
*/
|
||||
exitSession: () => void
|
||||
|
||||
/**
|
||||
* Clear the last error
|
||||
*/
|
||||
clearError: () => void
|
||||
|
||||
/**
|
||||
* Manually sync with server (useful after reconnect)
|
||||
*/
|
||||
@@ -172,8 +182,10 @@ export function useArcadeSession<TState>(
|
||||
version: optimistic.version,
|
||||
connected,
|
||||
hasPendingMoves: optimistic.hasPendingMoves,
|
||||
lastError: optimistic.lastError,
|
||||
sendMove,
|
||||
exitSession,
|
||||
clearError: optimistic.clearError,
|
||||
refresh,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,6 +46,11 @@ export interface UseOptimisticGameStateReturn<TState> {
|
||||
*/
|
||||
hasPendingMoves: boolean
|
||||
|
||||
/**
|
||||
* Last error from server (move rejection)
|
||||
*/
|
||||
lastError: string | null
|
||||
|
||||
/**
|
||||
* Apply a move optimistically and send to server
|
||||
*/
|
||||
@@ -66,6 +71,11 @@ export interface UseOptimisticGameStateReturn<TState> {
|
||||
*/
|
||||
syncWithServer: (serverState: TState, serverVersion: number) => void
|
||||
|
||||
/**
|
||||
* Clear the last error
|
||||
*/
|
||||
clearError: () => void
|
||||
|
||||
/**
|
||||
* Reset to initial state
|
||||
*/
|
||||
@@ -94,6 +104,9 @@ export function useOptimisticGameState<TState>(
|
||||
// Pending moves that haven't been confirmed by server yet
|
||||
const [pendingMoves, setPendingMoves] = useState<PendingMove<TState>[]>([])
|
||||
|
||||
// Last error from move rejection
|
||||
const [lastError, setLastError] = useState<string | null>(null)
|
||||
|
||||
// Ref for callbacks to avoid stale closures
|
||||
const callbacksRef = useRef({ onMoveAccepted, onMoveRejected })
|
||||
useEffect(() => {
|
||||
@@ -152,6 +165,9 @@ export function useOptimisticGameState<TState>(
|
||||
)
|
||||
|
||||
const handleMoveRejected = useCallback((error: string, rejectedMove: GameMove) => {
|
||||
// Set the error for UI display
|
||||
setLastError(error)
|
||||
|
||||
// Remove the rejected move and all subsequent moves from pending queue
|
||||
setPendingMoves((prev) => {
|
||||
const index = prev.findIndex(
|
||||
@@ -176,20 +192,27 @@ export function useOptimisticGameState<TState>(
|
||||
setPendingMoves([])
|
||||
}, [])
|
||||
|
||||
const clearError = useCallback(() => {
|
||||
setLastError(null)
|
||||
}, [])
|
||||
|
||||
const reset = useCallback(() => {
|
||||
setServerState(initialState)
|
||||
setServerVersion(1)
|
||||
setPendingMoves([])
|
||||
setLastError(null)
|
||||
}, [initialState])
|
||||
|
||||
return {
|
||||
state: currentState,
|
||||
version: serverVersion,
|
||||
hasPendingMoves: pendingMoves.length > 0,
|
||||
lastError,
|
||||
applyOptimisticMove,
|
||||
handleMoveAccepted,
|
||||
handleMoveRejected,
|
||||
syncWithServer,
|
||||
clearError,
|
||||
reset,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,6 +15,7 @@ import {
|
||||
DEFAULT_MEMORY_QUIZ_CONFIG,
|
||||
DEFAULT_COMPLEMENT_RACE_CONFIG,
|
||||
DEFAULT_NUMBER_GUESSER_CONFIG,
|
||||
DEFAULT_MATH_SPRINT_CONFIG,
|
||||
} from './game-configs'
|
||||
|
||||
/**
|
||||
@@ -36,6 +37,8 @@ function getDefaultGameConfig(gameName: ExtendedGameName): GameConfigByName[Exte
|
||||
return DEFAULT_COMPLEMENT_RACE_CONFIG
|
||||
case 'number-guesser':
|
||||
return DEFAULT_NUMBER_GUESSER_CONFIG
|
||||
case 'math-sprint':
|
||||
return DEFAULT_MATH_SPRINT_CONFIG
|
||||
default:
|
||||
throw new Error(`Unknown game: ${gameName}`)
|
||||
}
|
||||
@@ -215,6 +218,18 @@ export function validateGameConfig(gameName: ExtendedGameName, config: any): boo
|
||||
config.roundsToWin >= 1
|
||||
)
|
||||
|
||||
case 'math-sprint':
|
||||
return (
|
||||
typeof config === 'object' &&
|
||||
config !== null &&
|
||||
['easy', 'medium', 'hard'].includes(config.difficulty) &&
|
||||
typeof config.questionsPerRound === 'number' &&
|
||||
typeof config.timePerQuestion === 'number' &&
|
||||
config.questionsPerRound >= 5 &&
|
||||
config.questionsPerRound <= 20 &&
|
||||
config.timePerQuestion >= 10
|
||||
)
|
||||
|
||||
default:
|
||||
return false
|
||||
}
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
|
||||
import type { DifficultyLevel } from '@/app/arcade/memory-quiz/types'
|
||||
import type { Difficulty, GameType } from '@/app/games/matching/context/types'
|
||||
import type { Difficulty as MathSprintDifficulty } from '@/arcade-games/math-sprint/types'
|
||||
|
||||
/**
|
||||
* Configuration for matching (memory pairs) game
|
||||
@@ -49,6 +50,15 @@ export interface NumberGuesserGameConfig {
|
||||
roundsToWin: number
|
||||
}
|
||||
|
||||
/**
|
||||
* Configuration for math-sprint game
|
||||
*/
|
||||
export interface MathSprintGameConfig {
|
||||
difficulty: MathSprintDifficulty
|
||||
questionsPerRound: number
|
||||
timePerQuestion: number
|
||||
}
|
||||
|
||||
/**
|
||||
* Union type of all game configs for type-safe access
|
||||
*/
|
||||
@@ -57,6 +67,7 @@ export type GameConfigByName = {
|
||||
'memory-quiz': MemoryQuizGameConfig
|
||||
'complement-race': ComplementRaceGameConfig
|
||||
'number-guesser': NumberGuesserGameConfig
|
||||
'math-sprint': MathSprintGameConfig
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -68,6 +79,7 @@ export interface RoomGameConfig {
|
||||
'memory-quiz'?: MemoryQuizGameConfig
|
||||
'complement-race'?: ComplementRaceGameConfig
|
||||
'number-guesser'?: NumberGuesserGameConfig
|
||||
'math-sprint'?: MathSprintGameConfig
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -95,3 +107,9 @@ export const DEFAULT_NUMBER_GUESSER_CONFIG: NumberGuesserGameConfig = {
|
||||
maxNumber: 100,
|
||||
roundsToWin: 3,
|
||||
}
|
||||
|
||||
export const DEFAULT_MATH_SPRINT_CONFIG: MathSprintGameConfig = {
|
||||
difficulty: 'medium',
|
||||
questionsPerRound: 10,
|
||||
timePerQuestion: 30,
|
||||
}
|
||||
|
||||
@@ -107,5 +107,7 @@ export function clearRegistry(): void {
|
||||
// ============================================================================
|
||||
|
||||
import { numberGuesserGame } from '@/arcade-games/number-guesser'
|
||||
import { mathSprintGame } from '@/arcade-games/math-sprint'
|
||||
|
||||
registerGame(numberGuesserGame)
|
||||
registerGame(mathSprintGame)
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
import { matchingGameValidator } from './validation/MatchingGameValidator'
|
||||
import { memoryQuizGameValidator } from './validation/MemoryQuizGameValidator'
|
||||
import { numberGuesserValidator } from '@/arcade-games/number-guesser/Validator'
|
||||
import { mathSprintValidator } from '@/arcade-games/math-sprint/Validator'
|
||||
import type { GameValidator } from './validation/types'
|
||||
|
||||
/**
|
||||
@@ -24,6 +25,7 @@ export const validatorRegistry = {
|
||||
matching: matchingGameValidator,
|
||||
'memory-quiz': memoryQuizGameValidator,
|
||||
'number-guesser': numberGuesserValidator,
|
||||
'math-sprint': mathSprintValidator,
|
||||
// Add new games here - GameName type will auto-update
|
||||
} as const
|
||||
|
||||
@@ -65,4 +67,9 @@ export function getRegisteredGameNames(): GameName[] {
|
||||
/**
|
||||
* Re-export validators for backwards compatibility
|
||||
*/
|
||||
export { matchingGameValidator, memoryQuizGameValidator, numberGuesserValidator }
|
||||
export {
|
||||
matchingGameValidator,
|
||||
memoryQuizGameValidator,
|
||||
numberGuesserValidator,
|
||||
mathSprintValidator,
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "soroban-monorepo",
|
||||
"version": "3.22.2",
|
||||
"version": "3.23.0",
|
||||
"private": true,
|
||||
"description": "Beautiful Soroban Flashcard Generator - Monorepo",
|
||||
"workspaces": [
|
||||
|
||||
Reference in New Issue
Block a user