Celebration animations for purchases, XP gains & achievement unlocks
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- New global celebration system: celebration-store (queue) + CelebrationOverlay
  (animated: count-up XP, filling bar, level-up pop, achievement cards; plays
  levelUp/award sounds; tap or auto-dismiss). Rendered in page.tsx.
- Shop: every purchase now celebrates — XP packs animate XP gain + level-up,
  cosmetics show a "purchased!" pop. Newly-unlocked achievements (diffed from
  the profile before/after) animate too.
- XP purchases now actually evaluate achievements: gamification.evaluateAchievements
  (client) + Gamification.EvaluateAchievements (server, called in ShopBuy xp path)
  unlock level milestones + grant their coins.

Verified live: buying XP took L1→L5, unlocked level_5 server-side and credited its
reward. tsc + dotnet + next build clean; images rebuilt :1500/:1505.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
soroush.asadi
2026-06-05 09:52:28 +03:30
parent be8c758425
commit b661385a00
9 changed files with 306 additions and 3 deletions
+2
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@@ -18,6 +18,7 @@ import { AuthScreen } from "@/components/screens/AuthScreen";
import { DailyRewardModal } from "@/components/online/DailyRewardModal";
import { NotificationToaster } from "@/components/online/NotificationToaster";
import { ResumeGameBar } from "@/components/online/ResumeGameBar";
import { CelebrationOverlay } from "@/components/online/CelebrationOverlay";
import { CapacitorBack } from "@/components/CapacitorBack";
import { useSessionStore } from "@/lib/session-store";
import { useGameStore } from "@/lib/game-store";
@@ -141,6 +142,7 @@ export default function Page() {
<DailyRewardModal />
<NotificationToaster />
<ResumeGameBar />
<CelebrationOverlay />
<CapacitorBack />
{loading && null}
</>
@@ -0,0 +1,165 @@
"use client";
import { AnimatePresence, motion } from "framer-motion";
import { Coins, Sparkles, Star, TrendingUp } from "lucide-react";
import { useEffect, useRef, useState } from "react";
import { useCelebrationStore } from "@/lib/celebration-store";
import { useI18n } from "@/lib/i18n";
import { sound } from "@/lib/sound";
function useCountUp(target: number, ms = 900, run = true) {
const [v, setV] = useState(0);
const raf = useRef<number | null>(null);
useEffect(() => {
if (!run) return;
const start = performance.now();
const tick = (now: number) => {
const p = Math.min(1, (now - start) / ms);
// ease-out
setV(Math.round(target * (1 - Math.pow(1 - p, 3))));
if (p < 1) raf.current = requestAnimationFrame(tick);
};
raf.current = requestAnimationFrame(tick);
return () => { if (raf.current) cancelAnimationFrame(raf.current); };
}, [target, ms, run]);
return v;
}
/** Global animated celebration for purchases / XP gains / achievement unlocks. */
export function CelebrationOverlay() {
const current = useCelebrationStore((s) => s.current);
const dismiss = useCelebrationStore((s) => s.dismiss);
useEffect(() => {
if (!current) return;
const leveled = (current.levelAfter ?? 0) > (current.levelBefore ?? 0);
const cue = setTimeout(() => {
if (leveled) sound.play("levelUp");
else if (current.achievements?.length) sound.play("award");
}, 350);
const auto = setTimeout(() => dismiss(), current.achievements?.length ? 5200 : 3600);
return () => { clearTimeout(cue); clearTimeout(auto); };
}, [current, dismiss]);
return (
<AnimatePresence>
{current && <Card key={current.id} />}
</AnimatePresence>
);
}
function Card() {
const { t, locale } = useI18n();
const current = useCelebrationStore((s) => s.current)!;
const dismiss = useCelebrationStore((s) => s.dismiss);
const leveled = (current.levelAfter ?? 0) > (current.levelBefore ?? 0);
const xp = useCountUp(current.xpGained ?? 0, 900, current.variant === "xp");
return (
<motion.div
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0 }}
onClick={dismiss}
className="fixed inset-0 z-[80] flex items-center justify-center bg-navy-950/80 backdrop-blur-sm p-6"
>
<motion.div
initial={{ scale: 0.8, y: 20 }}
animate={{ scale: 1, y: 0 }}
exit={{ scale: 0.9, opacity: 0 }}
transition={{ type: "spring", stiffness: 200, damping: 18 }}
onClick={(e) => e.stopPropagation()}
className="glass rounded-3xl p-7 w-full max-w-xs text-center relative overflow-hidden"
>
{/* radiating glow */}
<div className="pointer-events-none absolute -inset-10 bg-gold-500/15 blur-3xl" />
<motion.div
initial={{ scale: 0, rotate: -20 }}
animate={{ scale: 1, rotate: 0 }}
transition={{ type: "spring", stiffness: 180, delay: 0.1 }}
className="relative text-6xl mb-1"
>
{current.icon ?? (current.variant === "xp" ? "⚡" : "🛍️")}
</motion.div>
{current.title && (
<h2 className="relative gold-text text-xl font-black mt-1">{current.title}</h2>
)}
{/* XP gain */}
{current.variant === "xp" && (current.xpGained ?? 0) > 0 && (
<div className="relative mt-3">
<div className="inline-flex items-center gap-2 btn-gold rounded-full px-5 py-2 font-black text-lg">
<Star className="size-5" fill="currentColor" />
+{xp.toLocaleString()} XP
</div>
<motion.div
className="mt-3 h-2 rounded-full bg-navy-900 overflow-hidden"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
>
<motion.div
className="h-full bg-gradient-to-r from-gold-500 to-gold-300"
initial={{ width: "0%" }}
animate={{ width: "100%" }}
transition={{ duration: 0.9, ease: "easeOut" }}
/>
</motion.div>
</div>
)}
{/* level up */}
{leveled && (
<motion.div
initial={{ scale: 0 }}
animate={{ scale: 1 }}
transition={{ type: "spring", stiffness: 220, delay: 0.5 }}
className="relative mt-4 inline-flex items-center gap-2 rounded-full bg-teal-500/20 text-teal-200 px-5 py-1.5 font-black"
>
<TrendingUp className="size-4" />
{t("reward.levelUp")} {current.levelAfter}
</motion.div>
)}
{/* achievements */}
{current.achievements && current.achievements.length > 0 && (
<div className="relative mt-4 space-y-2">
{current.achievements.map((a, i) => (
<motion.div
key={a.id}
initial={{ opacity: 0, x: locale === "fa" ? 24 : -24 }}
animate={{ opacity: 1, x: 0 }}
transition={{ delay: 0.6 + i * 0.15, type: "spring", stiffness: 200 }}
className="glass rounded-xl px-3 py-2 flex items-center gap-2 text-start"
>
<span className="text-2xl">{a.icon}</span>
<span className="flex-1 min-w-0">
<span className="block text-[10px] text-gold-400">{t("reward.newAchievement")}</span>
<span className="block text-sm font-semibold text-cream truncate">
{locale === "fa" ? a.nameFa : a.nameEn}
</span>
</span>
<span className="text-xs text-gold-300 flex items-center gap-1 shrink-0">
+{a.coinReward}
<Coins className="size-3" />
</span>
</motion.div>
))}
</div>
)}
{current.variant === "purchase" && !current.achievements?.length && (
<p className="relative text-teal-300 font-bold text-sm mt-2 flex items-center justify-center gap-1.5">
<Sparkles className="size-4" />
{t("celebrate.purchased")}
</p>
)}
<button onClick={dismiss} className="relative btn-gold w-full rounded-xl py-2.5 mt-6 font-bold">
{t("reward.continue")}
</button>
</motion.div>
</motion.div>
);
}
+33 -2
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@@ -9,7 +9,9 @@ import { useSessionStore } from "@/lib/session-store";
import { useI18n } from "@/lib/i18n";
import { getService } from "@/lib/online/service";
import { sound } from "@/lib/sound";
import { ShopItem } from "@/lib/online/types";
import { achievementById } from "@/lib/online/gamification";
import { celebrate } from "@/lib/celebration-store";
import { AchievementUnlock, ShopItem } from "@/lib/online/types";
import { cn } from "@/lib/cn";
/** The product artwork, used on the card and (bigger) in the detail sheet. */
@@ -75,11 +77,40 @@ export function ShopScreen() {
};
const buy = async (item: ShopItem) => {
const before = profile;
const res = await getService().buyItem(item.id);
if (res.ok && res.profile) {
setProfile(res.profile);
const after = res.profile;
setProfile(after);
sound.play("purchase");
setDetail(null);
// newly-unlocked achievements (e.g. an XP pack crossing a level milestone)
const newAch: AchievementUnlock[] = after.unlocked
.filter((id) => !before.unlocked.includes(id))
.map((id) => achievementById(id))
.filter((d): d is NonNullable<typeof d> => !!d)
.map((d) => ({ id: d.id, nameFa: d.nameFa, nameEn: d.nameEn, icon: d.icon, coinReward: d.coinReward }));
if (item.kind === "xp") {
celebrate({
variant: "xp",
icon: "⚡",
title: locale === "fa" ? "امتیاز تجربه" : "Experience",
xpGained: item.xp ?? 0,
levelBefore: before.level,
levelAfter: after.level,
achievements: newAch.length ? newAch : undefined,
});
} else {
celebrate({
variant: "purchase",
// avatar/reaction previews are emojis; others fall back to the default glyph
icon: item.kind === "avatar" || item.kind === "reactionpack" ? item.preview : undefined,
title: locale === "fa" ? item.nameFa : item.nameEn,
achievements: newAch.length ? newAch : undefined,
});
}
} else {
setMsg(locale === "fa" ? res.messageFa : res.messageEn);
setTimeout(() => setMsg(""), 1800);
+45
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@@ -0,0 +1,45 @@
"use client";
import { create } from "zustand";
import { AchievementUnlock } from "./online/types";
/** A queued celebration shown by <CelebrationOverlay/>. */
export interface Celebration {
id: number;
variant: "xp" | "purchase";
title?: string;
/** emoji/glyph shown big at the top */
icon?: string;
xpGained?: number;
levelBefore?: number;
levelAfter?: number;
achievements?: AchievementUnlock[];
}
interface CelebrationStore {
current: Celebration | null;
queue: Celebration[];
celebrate: (c: Omit<Celebration, "id">) => void;
dismiss: () => void;
}
let _id = 1;
export const useCelebrationStore = create<CelebrationStore>((set, get) => ({
current: null,
queue: [],
celebrate: (c) => {
const item: Celebration = { ...c, id: _id++ };
if (get().current) set({ queue: [...get().queue, item] });
else set({ current: item });
},
dismiss: () => {
const [next, ...rest] = get().queue;
set({ current: next ?? null, queue: rest });
},
}));
/** Convenience helper usable from anywhere (no hook needed). */
export function celebrate(c: Omit<Celebration, "id">) {
useCelebrationStore.getState().celebrate(c);
}
+2
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@@ -33,6 +33,7 @@ const fa: Dict = {
"resume.cta": "بازگشت به بازی",
"resume.matchEnded": "بازی به پایان رسید",
"resume.matchEndedBody": "نتیجه و جایزه را ببینید",
"celebrate.purchased": "خرید با موفقیت انجام شد!",
"achv.title": "دستاوردها",
"achv.unlocked": "باز شده",
@@ -299,6 +300,7 @@ const en: Dict = {
"resume.cta": "Return to game",
"resume.matchEnded": "Match ended",
"resume.matchEndedBody": "See the result and reward",
"celebrate.purchased": "Purchase complete!",
"achv.title": "Achievements",
"achv.unlocked": "Unlocked",
+34
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@@ -298,6 +298,40 @@ export function achievementById(id: string): AchievementDef | undefined {
return ACHIEVEMENTS.find((a) => a.id === id);
}
/**
* Re-evaluate all achievements against the profile's current state (used outside
* matches, e.g. after an XP-pack purchase crosses a level milestone). Unlocks new
* ones, grants their coin rewards, and returns the newly-unlocked list.
*/
export function evaluateAchievements(profile: UserProfile): {
profile: UserProfile;
newAchievements: AchievementUnlock[];
} {
const achievements = { ...profile.achievements };
const unlocked = [...profile.unlocked];
const newAchievements: AchievementUnlock[] = [];
let coins = 0;
for (const def of ACHIEVEMENTS) {
const prog = achievementProgress(def, profile.stats, profile.rating, profile.level);
achievements[def.id] = prog;
if (prog >= def.goal && !unlocked.includes(def.id)) {
unlocked.push(def.id);
coins += def.coinReward;
newAchievements.push({
id: def.id,
nameFa: def.nameFa,
nameEn: def.nameEn,
icon: def.icon,
coinReward: def.coinReward,
});
}
}
return {
profile: { ...profile, achievements, unlocked, coins: profile.coins + coins },
newAchievements,
};
}
/** The sticker pack (if any) that unlocking this achievement grants. */
export function stickerPackForAchievement(achId: string): StickerPackDef | undefined {
return STICKER_PACKS.find((p) => p.unlockAchievement === achId);
+5 -1
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@@ -11,6 +11,7 @@ import {
addXp,
applyMatchResult,
dailyRewardFor,
evaluateAchievements,
faNum,
xpNeededForLevel,
} from "./gamification";
@@ -898,7 +899,10 @@ export class MockOnlineService implements OnlineService {
return { ok: false, messageFa: "سکه کافی نیست", messageEn: "Not enough coins" };
const pack = XP_PACKS.find((x) => x.id === id)!;
const lvl = addXp(p.level, p.xp, pack.xp);
this.profile = { ...p, coins: p.coins - item.price, level: lvl.level, xp: lvl.xp };
const leveled = { ...p, coins: p.coins - item.price, level: lvl.level, xp: lvl.xp };
// unlock any level milestones the new level reaches
const { profile: evaluated } = evaluateAchievements(leveled);
this.profile = evaluated;
this.saveProfile();
return { ok: true, profile: this.profile, messageFa: "امتیاز اضافه شد", messageEn: "XP added" };
}