feature/quiz-mode #4

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ayoub merged 10 commits from feature/quiz-mode into dev 2026-06-10 09:54:24 +00:00
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ayoub self-assigned this 2026-06-10 09:54:04 +00:00
ayoub added 10 commits 2026-06-10 09:54:05 +00:00
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>
- Countdown: under 10s it ramps into a "bomb" — white→red color and an
  escalating scale/wiggle pulse (faster & wider as it nears 0) via Framer Motion
- RoomCode: click-to-copy the room code with visual feedback
- PlayerCards: always-on score HUD during the game (cards per player,
  animated reorder, crown on the leader) so scores are tracked continuously
  instead of only appearing at reveal
- quiz view: drop the reveal-only scoreboard (now covered by PlayerCards)
- add framer-motion dependency

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- 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>
- dedicated winner card: gold border, gold gradient, pulsing gold glow,
  spring scale-in, and a Crown that drops & bounces in (Framer Motion)
- champion label + big gold score; runners-up listed below from rank 2
- drop the generic Scoreboard component (now unused)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- 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>
- Avatar component using DiceBear 9.x lorelei, seeded by the player name
  (stable, recognizable across screens)
- shown in the lobby list, the in-game player cards (gold ring on leader),
  and the final leaderboard (large on the winner, small on runners-up)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Self-hosted over the HTTP API: no runtime dependency on api.dicebear.com,
works offline/LAN, and no player pseudo leaks to a third party.

- @dicebear/core@10 + @dicebear/styles@10 (lorelei.json), CC0 1.0
- Avatar builds a data URI locally (new Style/Avatar), memoized per seed
- same component API (seed/className) → no call-site changes
- enable resolveJsonModule for the style import

Cost: ~64 kB gzip added to the bundle — acceptable for a self-hosted game.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- GameEndView: top-3 podium — 2nd left, champion center (taller), 3rd right,
  with gold/silver/bronze pedestals, staggered rise-in (climax on the champion),
  crown + pulsing gold glow kept on #1; ranks 4+ listed below
- bigger avatars where they read too small: lobby (size-7→11) and in-game
  player cards (size-9→14, slightly wider cards)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- 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>
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>
ayoub merged commit 1004065b40 into dev 2026-06-10 09:54:24 +00:00
ayoub deleted branch feature/quiz-mode 2026-06-10 09:55:00 +00:00
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Reference: ayoub/nerdware#4
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