feat: UNO-style table, social hub, cosmetics, speed mode, store IAB
Game table & play - UNO-style restyle: suit-aware bolder cards (+xl size), pulsing playable glow, big "YOUR TURN" pill, active-seat ring, trick-win particle burst, round confetti, match coin-rain. - Per-league turn time via turnMsForStake: 15s starter/AI, 10s pro, 7s expert; mirrored server-side in GameRoom.TurnMs. - Speed (Blitz) mode for vs-AI/private: 5s turns, race to 5, ~halved pacing. - Matchmaking waits ~15s (randomized 12-18s) then fills bots; elapsed timer + hint. Rewards / gifts - Richer post-match modal (floating coins, XP bar), celebration overlay reveals the unlocked sticker pack, boosted daily rewards (client+server synced), themed 7-day daily with special day-7. Social - Public profile modal (identity, stats, achievement board) from leaderboard / friends / discover / end-of-game roster; rate-limited add-friend (10/hour). - Social hub: Friends / Discover (player search + suggestions) / Messages inbox. - Profile gender (shown in finder/profile) + social links with public/friends/ hidden visibility, enforced server-side. Cosmetics - Distinct card backs: per-design pattern families (stripes/argyle/grid/dots/ rays/scales/crosshatch/royal/filigree/gem) + luxury motifs (lib/cardBack.ts), consistent on table/shop/profile; +Peacock/Rose-Gold backs. - Purchasable titles (shop Titles section); title shown under the seat on the table and in discover/public profile. - 10 new sticker packs (banter/kol-kol, Persian trends, court cards, moods). - Persistent level+XP bar on Home and every inner screen. Payments - Buy-coins gateway opens in a new tab (no SPA dead-end) + focus refresh. - Store IAB scaffolding: Cafe Bazaar deep-link purchase + redirect-token capture, Myket native-bridge contract, server-side IabService.Verify for both stores, config-driven via Iab__* env. POST /api/coins/iab/verify (JWT). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -201,3 +201,115 @@ body {
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display: none;
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}
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}
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/* ── Game-table UNO animations ──────────────────────────────────────── */
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/* Floating coin for win celebrations */
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@keyframes coin-rise {
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0% { transform: translateY(0) rotate(0deg) scale(1); opacity: 1; }
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80% { opacity: 0.8; }
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100% { transform: translateY(-190px) rotate(520deg) scale(0.3); opacity: 0; }
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}
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/* Playable card glow pulse */
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@keyframes playable-glow {
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0%, 100% {
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box-shadow:
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0 8px 18px rgba(0,0,0,0.4),
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0 0 0 2px rgba(212,175,55,0.7),
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0 0 14px rgba(212,175,55,0.3);
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}
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50% {
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box-shadow:
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0 10px 22px rgba(0,0,0,0.5),
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0 0 0 3px rgba(212,175,55,1),
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0 0 30px rgba(212,175,55,0.65);
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}
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}
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.card-playable {
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animation: playable-glow 1.15s ease-in-out infinite;
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}
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/* Active-player avatar ring pulse */
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@keyframes player-glow {
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0%, 100% {
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box-shadow: 0 0 0 3px rgba(212,175,55,0.9), 0 0 18px rgba(212,175,55,0.4);
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}
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50% {
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box-shadow: 0 0 0 5px rgba(212,175,55,1), 0 0 40px rgba(212,175,55,0.75);
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}
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}
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.active-player-ring {
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animation: player-glow 1.4s ease-in-out infinite;
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}
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/* Turn-indicator "YOUR TURN" pill bounce */
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@keyframes your-turn-bounce {
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0%, 100% { transform: translateX(-50%) scale(1); }
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50% { transform: translateX(-50%) scale(1.06); }
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}
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/* Confetti fall */
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@keyframes confetti-fall {
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0% { transform: translateY(0) rotate(0deg); opacity: 1; }
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100% { transform: translateY(140px) rotate(400deg); opacity: 0; }
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}
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/* XP bar fill */
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@keyframes xp-fill {
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from { width: 0%; }
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}
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.xp-bar-fill {
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animation: xp-fill 1.1s ease-out forwards;
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}
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/* ── Accessibility / input ─────────────────────────────────────────── */
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/*
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Visible focus ring for keyboard / controller / switch navigation. Only shows
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for keyboard-style focus (:focus-visible), never on mouse/touch tap — so it
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stays invisible during normal play but makes the app fully navigable without a
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pointer (game-ui-design: controller-first, no navigation dead-ends).
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*/
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:focus-visible {
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outline: 2px solid var(--gold-400);
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outline-offset: 2px;
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border-radius: 6px;
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}
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/* Inputs already show a gold ring on focus; avoid doubling it up. */
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input:focus-visible,
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textarea:focus-visible {
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outline: none;
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}
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/* Minimum comfortable tap target (Apple 44pt / Google 48dp). Pair with a
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centering grid so a small icon still gets a big, reliable hit area. */
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.tap {
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min-width: 44px;
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min-height: 44px;
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}
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/*
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Honor the OS "reduce motion" setting across the whole app. Decorative game
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motion (coin rain, confetti, pulsing glows, count-ups) is neutralized to near-
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instant, and the always-pulsing HUD loops are stopped outright. Functional
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state changes still happen — they just snap instead of animating.
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(game-ui-design: motion-sickness-trigger is a high-severity accessibility issue.)
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*/
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@media (prefers-reduced-motion: reduce) {
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.card-playable,
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.active-player-ring,
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.float-suit {
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animation: none !important;
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}
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.float-suit { display: none; }
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*,
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*::before,
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*::after {
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animation-duration: 0.01ms !important;
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animation-iteration-count: 1 !important;
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transition-duration: 0.01ms !important;
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scroll-behavior: auto !important;
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}
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}
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