feat: UNO-style table, social hub, cosmetics, speed mode, store IAB

Game table & play
- UNO-style restyle: suit-aware bolder cards (+xl size), pulsing playable glow,
  big "YOUR TURN" pill, active-seat ring, trick-win particle burst, round
  confetti, match coin-rain.
- Per-league turn time via turnMsForStake: 15s starter/AI, 10s pro, 7s expert;
  mirrored server-side in GameRoom.TurnMs.
- Speed (Blitz) mode for vs-AI/private: 5s turns, race to 5, ~halved pacing.
- Matchmaking waits ~15s (randomized 12-18s) then fills bots; elapsed timer + hint.

Rewards / gifts
- Richer post-match modal (floating coins, XP bar), celebration overlay reveals
  the unlocked sticker pack, boosted daily rewards (client+server synced),
  themed 7-day daily with special day-7.

Social
- Public profile modal (identity, stats, achievement board) from leaderboard /
  friends / discover / end-of-game roster; rate-limited add-friend (10/hour).
- Social hub: Friends / Discover (player search + suggestions) / Messages inbox.
- Profile gender (shown in finder/profile) + social links with public/friends/
  hidden visibility, enforced server-side.

Cosmetics
- Distinct card backs: per-design pattern families (stripes/argyle/grid/dots/
  rays/scales/crosshatch/royal/filigree/gem) + luxury motifs (lib/cardBack.ts),
  consistent on table/shop/profile; +Peacock/Rose-Gold backs.
- Purchasable titles (shop Titles section); title shown under the seat on the
  table and in discover/public profile.
- 10 new sticker packs (banter/kol-kol, Persian trends, court cards, moods).
- Persistent level+XP bar on Home and every inner screen.

Payments
- Buy-coins gateway opens in a new tab (no SPA dead-end) + focus refresh.
- Store IAB scaffolding: Cafe Bazaar deep-link purchase + redirect-token capture,
  Myket native-bridge contract, server-side IabService.Verify for both stores,
  config-driven via Iab__* env. POST /api/coins/iab/verify (JWT).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
soroush.asadi
2026-06-06 18:39:24 +03:30
parent e450a6a2ed
commit cb27a16dc1
49 changed files with 3438 additions and 592 deletions
+112
View File
@@ -201,3 +201,115 @@ body {
display: none;
}
}
/* ── Game-table UNO animations ──────────────────────────────────────── */
/* Floating coin for win celebrations */
@keyframes coin-rise {
0% { transform: translateY(0) rotate(0deg) scale(1); opacity: 1; }
80% { opacity: 0.8; }
100% { transform: translateY(-190px) rotate(520deg) scale(0.3); opacity: 0; }
}
/* Playable card glow pulse */
@keyframes playable-glow {
0%, 100% {
box-shadow:
0 8px 18px rgba(0,0,0,0.4),
0 0 0 2px rgba(212,175,55,0.7),
0 0 14px rgba(212,175,55,0.3);
}
50% {
box-shadow:
0 10px 22px rgba(0,0,0,0.5),
0 0 0 3px rgba(212,175,55,1),
0 0 30px rgba(212,175,55,0.65);
}
}
.card-playable {
animation: playable-glow 1.15s ease-in-out infinite;
}
/* Active-player avatar ring pulse */
@keyframes player-glow {
0%, 100% {
box-shadow: 0 0 0 3px rgba(212,175,55,0.9), 0 0 18px rgba(212,175,55,0.4);
}
50% {
box-shadow: 0 0 0 5px rgba(212,175,55,1), 0 0 40px rgba(212,175,55,0.75);
}
}
.active-player-ring {
animation: player-glow 1.4s ease-in-out infinite;
}
/* Turn-indicator "YOUR TURN" pill bounce */
@keyframes your-turn-bounce {
0%, 100% { transform: translateX(-50%) scale(1); }
50% { transform: translateX(-50%) scale(1.06); }
}
/* Confetti fall */
@keyframes confetti-fall {
0% { transform: translateY(0) rotate(0deg); opacity: 1; }
100% { transform: translateY(140px) rotate(400deg); opacity: 0; }
}
/* XP bar fill */
@keyframes xp-fill {
from { width: 0%; }
}
.xp-bar-fill {
animation: xp-fill 1.1s ease-out forwards;
}
/* ── Accessibility / input ─────────────────────────────────────────── */
/*
Visible focus ring for keyboard / controller / switch navigation. Only shows
for keyboard-style focus (:focus-visible), never on mouse/touch tap — so it
stays invisible during normal play but makes the app fully navigable without a
pointer (game-ui-design: controller-first, no navigation dead-ends).
*/
:focus-visible {
outline: 2px solid var(--gold-400);
outline-offset: 2px;
border-radius: 6px;
}
/* Inputs already show a gold ring on focus; avoid doubling it up. */
input:focus-visible,
textarea:focus-visible {
outline: none;
}
/* Minimum comfortable tap target (Apple 44pt / Google 48dp). Pair with a
centering grid so a small icon still gets a big, reliable hit area. */
.tap {
min-width: 44px;
min-height: 44px;
}
/*
Honor the OS "reduce motion" setting across the whole app. Decorative game
motion (coin rain, confetti, pulsing glows, count-ups) is neutralized to near-
instant, and the always-pulsing HUD loops are stopped outright. Functional
state changes still happen — they just snap instead of animating.
(game-ui-design: motion-sickness-trigger is a high-severity accessibility issue.)
*/
@media (prefers-reduced-motion: reduce) {
.card-playable,
.active-player-ring,
.float-suit {
animation: none !important;
}
.float-suit { display: none; }
*,
*::before,
*::after {
animation-duration: 0.01ms !important;
animation-iteration-count: 1 !important;
transition-duration: 0.01ms !important;
scroll-behavior: auto !important;
}
}