Celebration animations for purchases, XP gains & achievement unlocks
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- New global celebration system: celebration-store (queue) + CelebrationOverlay
  (animated: count-up XP, filling bar, level-up pop, achievement cards; plays
  levelUp/award sounds; tap or auto-dismiss). Rendered in page.tsx.
- Shop: every purchase now celebrates — XP packs animate XP gain + level-up,
  cosmetics show a "purchased!" pop. Newly-unlocked achievements (diffed from
  the profile before/after) animate too.
- XP purchases now actually evaluate achievements: gamification.evaluateAchievements
  (client) + Gamification.EvaluateAchievements (server, called in ShopBuy xp path)
  unlock level milestones + grant their coins.

Verified live: buying XP took L1→L5, unlocked level_5 server-side and credited its
reward. tsc + dotnet + next build clean; images rebuilt :1500/:1505.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
soroush.asadi
2026-06-05 09:52:28 +03:30
parent be8c758425
commit b661385a00
9 changed files with 306 additions and 3 deletions
+5 -1
View File
@@ -11,6 +11,7 @@ import {
addXp,
applyMatchResult,
dailyRewardFor,
evaluateAchievements,
faNum,
xpNeededForLevel,
} from "./gamification";
@@ -898,7 +899,10 @@ export class MockOnlineService implements OnlineService {
return { ok: false, messageFa: "سکه کافی نیست", messageEn: "Not enough coins" };
const pack = XP_PACKS.find((x) => x.id === id)!;
const lvl = addXp(p.level, p.xp, pack.xp);
this.profile = { ...p, coins: p.coins - item.price, level: lvl.level, xp: lvl.xp };
const leveled = { ...p, coins: p.coins - item.price, level: lvl.level, xp: lvl.xp };
// unlock any level milestones the new level reaches
const { profile: evaluated } = evaluateAchievements(leveled);
this.profile = evaluated;
this.saveProfile();
return { ok: true, profile: this.profile, messageFa: "امتیاز اضافه شد", messageEn: "XP added" };
}