Commit graph

5 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
723d91943e feat(web): WarioWare-style transition between rounds
- RoundTransition overlay: fullscreen colored wipe-in, spinning sunburst,
  big bouncing "QUESTION N" + "PRÊT ?!", then wipe-out (Framer Motion)
- store: roundKey counter incremented on round:start
- rendered at RoomPage, keyed by roundKey so it plays once per round

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-09 11:15:36 +02:00
AyoubBenziza
c9f3197300 feat(web): real explosion at 0 — fullscreen flash + giant 💥
- store: boomKey counter + boom() action
- Countdown fires boom() once when it reaches 0 (timer expiry only)
- Boom component (portal to body) plays a fullscreen white flash + giant 💥
- rendered at RoomPage level, keyed by boomKey so it plays fully (independent
  of the countdown unmounting on reveal) and replays each round

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 16:05:42 +02:00
AyoubBenziza
5cc9113b8c feat(quiz): quiz game mode end-to-end (server mode + playable client UI)
Server:
- quiz mode (GameRound): in-memory FR question bank (mcq + truefalse),
  per-room anti-repeat, first-vote lock, score = base + speed bonus ∝ time
  left; registered via registerRound, loaded at startup
- shared: typed quiz payloads (QuizQuestionPayload / reveal truth / result)
- tests: quiz scoring, vote lock, bounds, reveal (bun test)

Client:
- room store handles round:start / voteAck / reveal / game:end
- RoomPage dispatches by status: lobby (host start controls) → quiz view
  (question, countdown, vote, reveal + scoreboard) → game-end view
- replaces standalone lobby page

Roadmap V1 step 4. Verified end-to-end over the wire (start→vote→reveal→
score→next round→game:end, no answer leaked, anti-repeat works).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 15:43:17 +02:00
AyoubBenziza
29faa18731 feat(server,web): first real-time cycle — room create/join + lobby
Server (@nerdware/server):
- RoomManager: in-memory rooms (Map), code generation, create/join,
  disconnect handling, public snapshot projection (no secrets)
- Socket.IO handlers: room:create / room:join with typed acks,
  room:state broadcast on every change, lobby:updateSettings (host-only),
  player:left on disconnect

Web (web):
- typed Socket.IO client + Zustand store mirroring room:state
- wouter routing: home (create/join) + minimal lobby (live player list)
- @nerdware/shared wired into the client

Roadmap V1 step 2. Verified end-to-end (create/join/broadcast/disconnect).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 15:16:26 +02:00