Leaderboard avatar+level+XP bar; mobile table overlap fixes
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Leaderboard: each row now shows the player avatar (photo or emoji) with a level
badge ring and a progress-to-next-level bar (LeaderboardEntry gained
levelProgress + avatarImage; mock fills real XP for you, random for others).

Mobile table: the played-card pile now scales inward on narrow screens so it no
longer overlaps the opponents' side stacks (trickScale by viewport); seat
avatars render above the stacks (z-20) so the side player isn't hidden; side
hands nudged to the edges + top hand raised slightly on phones.

Verified: tsc + next build clean; web image rebuilt on :1500.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
soroush.asadi
2026-06-04 23:07:51 +03:30
parent b66e7f77a5
commit dfb1deee8c
4 changed files with 45 additions and 13 deletions
+12 -7
View File
@@ -62,6 +62,9 @@ export function GameTable({
const muted = !sfx && !music;
const exit = onExit ?? reset;
const vw = useViewportWidth();
// Pull the played-card pile inward on narrow screens so it clears the side stacks.
const trickScale = vw < 360 ? 0.5 : vw < 460 ? 0.64 : 1;
const { phase, players, hakem, trump, turn, currentTrick } = game;
const legalIds = new Set(
@@ -149,12 +152,12 @@ export function GameTable({
<SeatAvatar seat={3} className="absolute top-1/2 left-3 -translate-y-1/2" />
{/* opponents' face-down hands */}
<OpponentHand seat={2} className="absolute top-20 left-1/2 -translate-x-1/2" horizontal />
<OpponentHand seat={1} className="absolute top-1/2 right-16 -translate-y-1/2" />
<OpponentHand seat={3} className="absolute top-1/2 left-16 -translate-y-1/2" />
<OpponentHand seat={2} className="absolute top-16 sm:top-20 left-1/2 -translate-x-1/2" horizontal />
<OpponentHand seat={1} className="absolute top-1/2 right-14 sm:right-16 -translate-y-1/2" />
<OpponentHand seat={3} className="absolute top-1/2 left-14 sm:left-16 -translate-y-1/2" />
{/* center trick area */}
<TrickArea trick={currentTrick} winner={game.lastTrickWinner} phase={phase} />
{/* center trick area (offsets scale down on narrow screens) */}
<TrickArea trick={currentTrick} winner={game.lastTrickWinner} phase={phase} scale={trickScale} />
</div>
</div>
@@ -273,7 +276,7 @@ function SeatAvatar({ seat, className }: { seat: Seat; className?: string }) {
const name = sp?.name ?? player.name;
return (
<div className={cn("flex flex-col items-center gap-1", className)}>
<div className={cn("z-20 flex flex-col items-center gap-1", className)}>
<motion.div
animate={
active
@@ -354,10 +357,12 @@ function TrickArea({
trick,
winner,
phase,
scale = 1,
}: {
trick: { seat: Seat; card: Card }[];
winner: Seat | null;
phase: string;
scale?: number;
}) {
const { front } = useCardSkins();
return (
@@ -365,7 +370,7 @@ function TrickArea({
<div className="relative size-1 ">
<AnimatePresence>
{trick.map((pc) => {
const off = TRICK_OFFSET[pc.seat];
const off = { x: TRICK_OFFSET[pc.seat].x * scale, y: TRICK_OFFSET[pc.seat].y * scale };
const enter = TRICK_ENTER[pc.seat];
const isWinner =
phase === "trick-complete" && winner === pc.seat;