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3 commits

Author SHA1 Message Date
AyoubBenziza
7dda00c65c feat: lead-in timer compensation + GIF support for round transitions
Server (option 2 — don't eat answer time):
- engine: leadMs prep delay (default 1600ms) before the clock starts; the
  round timer now fires at lead + duration, and scoring uses the post-lead
  start so the speed bonus spans the full answer window
- shared: round:start carries startsAt (answers begin) alongside endsAt
- engine test passes leadMs:0

Client:
- Countdown shows the full duration (no ticking) until startsAt, then counts
  down — so the WarioWare transition plays in full without stealing time
- store/ActiveRound carry startsAt

Custom transition media:
- RoundTransition auto-loads any gif/webp/apng/png/avif dropped in
  src/assets/transitions/ (import.meta.glob), plays one at random per round,
  falls back to the Framer animation when none are present
- README documenting how to add animations

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-09 11:25:17 +02:00
AyoubBenziza
2fce63530b feat(quiz): show per-player answer status during the round
- voteAck now carries `voted` (playerIds who validated) — never their answer,
  so no leak; the count/total stay for the progress text
- PlayerCards show a green "Prêt" check for players who answered and a
  pulsing "en attente" dot for those who haven't, during in_round only
- score stays visible on the cards alongside the status
- engine test updated for the new voteAck shape

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-09 10:30:03 +02:00
AyoubBenziza
9ed3b8a4cb feat(server): generic game engine — GameRound interface + orchestration loop
- game/round.ts: GameRound contract (start/submitAnswer/reveal/score) +
  RoundContext + RoomGameController (decouples room from engine)
- game/registry.ts: register/createRound — adding a mode = one registerRound
- game/engine.ts: server-authoritative orchestration. Per round:
  start → broadcast round:start → wait (timer OR all eligible voted) →
  reveal → apply score deltas → score:update; then game:end. DJ counts as
  eligible voter; round ends on first condition met.
- handlers: game:start (host-only, validates rounds/modes) + round:vote
  wired to the engine
- shared: add game:start client event
- engine.test.ts: covers both end conditions + voteAck (bun test)
- turbo/root: add test task

Roadmap V1 step 3. No UI yet — concrete quiz mode + client come in step 4.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 15:29:49 +02:00