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Author SHA1 Message Date
semantic-release-bot
b3cbec85bd chore(release): 3.24.0 [skip ci]
## [3.24.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.23.0...v3.24.0) (2025-10-16)

### Features

* **math-sprint:** add game manifest ([1eefcc8](1eefcc89a5))
2025-10-16 02:14:22 +00:00
Thomas Hallock
1eefcc89a5 feat(math-sprint): add game manifest
Add game.yaml with metadata for Math Sprint:
- Display name, icon, description
- Max 6 players
- Difficulty: Beginner
- Tags: Multiplayer, Free-for-All, Math Skills, Speed
- Purple color theme to match UI
- Set available: true

This manifest enables Math Sprint to appear in GameSelector
automatically via the registry system.
2025-10-15 21:13:24 -05:00
semantic-release-bot
1ec8cc7640 chore(release): 3.23.0 [skip ci]
## [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](e5be09ef5f))
* **arcade:** register Math Sprint in game system ([0c05a7c](0c05a7c6bb)), 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](d790e5e278)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)
* **db:** add 'math-sprint' to database schema enums ([7b112a9](7b112a98ba)), 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](5b91b71078))
2025-10-16 02:13:09 +00:00
Thomas Hallock
5b91b71078 docs: add architecture quality audit #2
Comprehensive audit of modular game system after implementing Math Sprint.

Key Findings:
- Grade: B- (down from B+ after implementation testing)
- SDK design is solid (useArcadeSession, Provider pattern)
- Unified validator registry works well
- BUT: Significant boilerplate and coupling issues

Critical Issues Identified:
1. 🚨 Database Schema Coupling - Must update schema for each game
2. ⚠️ game-config-helpers.ts - Switch statements for defaults/validation
3. ⚠️ game-configs.ts - 5 places to update per game
4. 📊 High Boilerplate Ratio - 12 files touched per game, ~44 lines boilerplate

Files That Required Updates for Math Sprint:
- 3 database schemas (arcade-rooms, arcade-sessions, room-game-configs)
- 1 API endpoint (settings/route.ts)
- 2 config files (game-configs.ts, game-config-helpers.ts)
- 2 registry files (validators.ts, game-registry.ts)
- 8 game implementation files (types, validator, provider, components, etc.)

Recommendations:
- Critical: Fix database schema to accept any string, validate at runtime
- Infer config types from game definitions (single source of truth)
- Move config validation to game definitions (eliminate switch statements)

Developer Experience:
- Time to add a game: 3-5 hours (including boilerplate)
- Pain point: Database schema updates require migration
- Pain point: Easy to forget one of the 12 files

See audit for detailed analysis and architectural recommendations.
2025-10-15 21:12:18 -05:00
Thomas Hallock
d790e5e278 fix(api): add 'math-sprint' to settings endpoint validation
Add 'math-sprint' to validGames array in PATCH /api/arcade/rooms/:roomId/settings

Without this change, selecting math-sprint from room page returns:
  400 Bad Request - "Invalid game name"

This is another instance of the coupling issue - hardcoded validation
array must be manually updated for each new game.

The TODO comment on line 97 acknowledges this:
  "TODO: make this dynamic when we refactor to lazy-load registry"

Addresses Issue #1 from AUDIT_2_ARCHITECTURE_QUALITY.md
2025-10-15 21:12:18 -05:00
Thomas Hallock
7b112a98ba fix(db): add 'math-sprint' to database schema enums
Update all database schemas to include 'math-sprint':
- arcade-rooms.ts: Add to gameName enum
- arcade-sessions.ts: Add to currentGame enum
- room-game-configs.ts: Add to gameName enum and documentation

CRITICAL ISSUE DEMONSTRATED:
This is the schema coupling problem (Issue #1 from AUDIT_2).
Must manually update database schemas for every new game.
Breaks modularity - cannot "just register and go".

Without this change, TypeScript compilation fails with:
  Type '"math-sprint"' is not assignable to type '...'

Recommendation from audit: Change schemas to accept any string,
validate against registry at runtime instead of compile-time enums.
2025-10-15 21:12:18 -05:00
Thomas Hallock
0c05a7c6bb feat(arcade): register Math Sprint in game system
Register math-sprint in all required places:
- validators.ts: Add mathSprintValidator to registry
- game-registry.ts: Register mathSprintGame
- game-configs.ts: Add MathSprintGameConfig type and defaults
- game-config-helpers.ts: Add config getters and validation

This demonstrates the boilerplate issue documented in AUDIT_2:
Had to update 4 files with switch/case statements and type definitions.

Addresses issue #2 and #3 from architecture audit.
2025-10-15 21:12:18 -05:00
Thomas Hallock
e5be09ef5f feat(arcade): add Math Sprint game implementation
- Implement free-for-all math racing game
- Demonstrates TEAM_MOVE pattern (no specific turn owner)
- Server-generated math questions (addition, subtraction, multiplication)
- Real-time competitive gameplay with scoring
- Three difficulty levels: easy, medium, hard
- Configurable questions per round and time limits

Components:
- SetupPhase: Configure difficulty, questions, time
- PlayingPhase: Answer questions competitively
- ResultsPhase: Display final scores and winner
- Validator: Server-side question generation and validation

Game follows SDK patterns established by Number Guesser.
2025-10-15 21:12:18 -05:00
20 changed files with 2022 additions and 7 deletions

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@@ -1,3 +1,29 @@
## [3.24.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.23.0...v3.24.0) (2025-10-16)
### Features
* **math-sprint:** add game manifest ([1eefcc8](https://github.com/antialias/soroban-abacus-flashcards/commit/1eefcc89a58b79f928932a7425d6b88fb45a5526))
## [3.23.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.3...v3.23.0) (2025-10-16)
### Features
* **arcade:** add Math Sprint game implementation ([e5be09e](https://github.com/antialias/soroban-abacus-flashcards/commit/e5be09ef5f170c7544557f75b9eca17bb2069246))
* **arcade:** register Math Sprint in game system ([0c05a7c](https://github.com/antialias/soroban-abacus-flashcards/commit/0c05a7c6bbc8d6f6e1f92e15e691d7e1aba0d8f7)), closes [#2](https://github.com/antialias/soroban-abacus-flashcards/issues/2) [#3](https://github.com/antialias/soroban-abacus-flashcards/issues/3)
### Bug Fixes
* **api:** add 'math-sprint' to settings endpoint validation ([d790e5e](https://github.com/antialias/soroban-abacus-flashcards/commit/d790e5e278f81686077dbe3ef4adca49574ae434)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)
* **db:** add 'math-sprint' to database schema enums ([7b112a9](https://github.com/antialias/soroban-abacus-flashcards/commit/7b112a98babe782d4c254ef18a0295e7cbf8fefa)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)
### Documentation
* add architecture quality audit [#2](https://github.com/antialias/soroban-abacus-flashcards/issues/2) ([5b91b71](https://github.com/antialias/soroban-abacus-flashcards/commit/5b91b710782dc450405583bc196e5156a296d0df))
## [3.22.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.2...v3.22.3) (2025-10-16)

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@@ -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

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@@ -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 })
}

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@@ -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>
}

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/**
* 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()

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/**
* 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>
)
}

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/**
* 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>
)
}

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/**
* 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>
)
}

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/**
* 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>
)
}

View File

@@ -0,0 +1,16 @@
name: math-sprint
displayName: Math Sprint
icon: 🧮
description: Fast-paced math racing game
longDescription: Race against other players to solve math problems! Answer questions quickly to earn points. First person to answer correctly wins the round. Features multiple difficulty levels and customizable question counts.
maxPlayers: 6
difficulty: Beginner
chips:
- 👥 Multiplayer
- ⚡ Free-for-All
- 🧮 Math Skills
- 🏃 Speed
color: purple
gradient: linear-gradient(135deg, #ddd6fe, #c4b5fd)
borderColor: purple.200
available: true

View 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,
})

View 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
}
}

View File

@@ -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)

View File

@@ -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'

View File

@@ -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

View File

@@ -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
}

View File

@@ -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,
}

View File

@@ -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)

View File

@@ -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,
}

View File

@@ -1,6 +1,6 @@
{
"name": "soroban-monorepo",
"version": "3.22.3",
"version": "3.24.0",
"private": true,
"description": "Beautiful Soroban Flashcard Generator - Monorepo",
"workspaces": [