Leaderboard avatar+level+XP bar; mobile table overlap fixes
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Leaderboard: each row now shows the player avatar (photo or emoji) with a level
badge ring and a progress-to-next-level bar (LeaderboardEntry gained
levelProgress + avatarImage; mock fills real XP for you, random for others).

Mobile table: the played-card pile now scales inward on narrow screens so it no
longer overlaps the opponents' side stacks (trickScale by viewport); seat
avatars render above the stacks (z-20) so the side player isn't hidden; side
hands nudged to the edges + top hand raised slightly on phones.

Verified: tsc + next build clean; web image rebuilt on :1500.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
soroush.asadi
2026-06-04 23:07:51 +03:30
parent b66e7f77a5
commit dfb1deee8c
4 changed files with 45 additions and 13 deletions
+12 -7
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@@ -62,6 +62,9 @@ export function GameTable({
const muted = !sfx && !music;
const exit = onExit ?? reset;
const vw = useViewportWidth();
// Pull the played-card pile inward on narrow screens so it clears the side stacks.
const trickScale = vw < 360 ? 0.5 : vw < 460 ? 0.64 : 1;
const { phase, players, hakem, trump, turn, currentTrick } = game;
const legalIds = new Set(
@@ -149,12 +152,12 @@ export function GameTable({
<SeatAvatar seat={3} className="absolute top-1/2 left-3 -translate-y-1/2" />
{/* opponents' face-down hands */}
<OpponentHand seat={2} className="absolute top-20 left-1/2 -translate-x-1/2" horizontal />
<OpponentHand seat={1} className="absolute top-1/2 right-16 -translate-y-1/2" />
<OpponentHand seat={3} className="absolute top-1/2 left-16 -translate-y-1/2" />
<OpponentHand seat={2} className="absolute top-16 sm:top-20 left-1/2 -translate-x-1/2" horizontal />
<OpponentHand seat={1} className="absolute top-1/2 right-14 sm:right-16 -translate-y-1/2" />
<OpponentHand seat={3} className="absolute top-1/2 left-14 sm:left-16 -translate-y-1/2" />
{/* center trick area */}
<TrickArea trick={currentTrick} winner={game.lastTrickWinner} phase={phase} />
{/* center trick area (offsets scale down on narrow screens) */}
<TrickArea trick={currentTrick} winner={game.lastTrickWinner} phase={phase} scale={trickScale} />
</div>
</div>
@@ -273,7 +276,7 @@ function SeatAvatar({ seat, className }: { seat: Seat; className?: string }) {
const name = sp?.name ?? player.name;
return (
<div className={cn("flex flex-col items-center gap-1", className)}>
<div className={cn("z-20 flex flex-col items-center gap-1", className)}>
<motion.div
animate={
active
@@ -354,10 +357,12 @@ function TrickArea({
trick,
winner,
phase,
scale = 1,
}: {
trick: { seat: Seat; card: Card }[];
winner: Seat | null;
phase: string;
scale?: number;
}) {
const { front } = useCardSkins();
return (
@@ -365,7 +370,7 @@ function TrickArea({
<div className="relative size-1 ">
<AnimatePresence>
{trick.map((pc) => {
const off = TRICK_OFFSET[pc.seat];
const off = { x: TRICK_OFFSET[pc.seat].x * scale, y: TRICK_OFFSET[pc.seat].y * scale };
const enter = TRICK_ENTER[pc.seat];
const isWinner =
phase === "trick-complete" && winner === pc.seat;
+26 -6
View File
@@ -3,9 +3,9 @@
import { useEffect } from "react";
import { ScreenHeader, ScreenShell } from "@/components/online/ScreenHeader";
import { RankBadge } from "@/components/online/RankBadge";
import { Avatar } from "@/components/online/Avatar";
import { useOnlineStore } from "@/lib/online-store";
import { useI18n } from "@/lib/i18n";
import { avatarEmoji } from "@/lib/online/types";
import { cn } from "@/lib/cn";
const MEDALS: Record<number, string> = { 1: "🥇", 2: "🥈", 3: "🥉" };
@@ -27,25 +27,45 @@ export function LeaderboardScreen() {
<div
key={e.id}
className={cn(
"rounded-xl p-2.5 flex items-center gap-3 border",
"rounded-xl p-2.5 flex items-center gap-2.5 border",
e.isYou
? "bg-gold-500/15 border-gold-500/50"
: "glass border-transparent"
)}
>
<span className="w-7 text-center font-black text-cream/70 tabular-nums">
<span className="w-6 text-center font-black text-cream/70 tabular-nums shrink-0">
{MEDALS[e.rank] ?? e.rank}
</span>
<span className="text-2xl">{avatarEmoji(e.avatar)}</span>
{/* avatar with a level ring badge */}
<div className="relative shrink-0">
<div className="size-10 rounded-xl bg-navy-900 gold-border flex items-center justify-center overflow-hidden">
<Avatar id={e.avatar} image={e.avatarImage} size={e.avatarImage ? 40 : 26} />
</div>
<span className="absolute -bottom-1.5 left-1/2 -translate-x-1/2 rounded-full bg-navy-950 gold-border px-1.5 text-[9px] font-black text-gold-300 leading-tight">
{e.level}
</span>
</div>
<div className="flex-1 min-w-0">
<div className="text-sm font-semibold text-cream truncate">
{e.displayName}
{e.isYou && <span className="text-gold-300"> ({t("seat.you")})</span>}
</div>
<div className="text-[10px] text-cream/45">
{t("common.level")} {e.level}
{/* progress to next level */}
<div className="mt-1 flex items-center gap-1.5">
<div className="h-1.5 flex-1 rounded-full bg-navy-900 overflow-hidden">
<div
className="h-full bg-gradient-to-r from-gold-500 to-gold-300"
style={{ width: `${Math.round(Math.min(1, Math.max(0, e.levelProgress)) * 100)}%` }}
/>
</div>
<span className="text-[9px] text-cream/40 tabular-nums shrink-0">
{t("common.level")} {e.level + 1}
</span>
</div>
</div>
<RankBadge rating={e.rating} showRating />
</div>
))}
+4
View File
@@ -9,6 +9,7 @@ import {
STICKER_PACKS,
applyMatchResult,
dailyRewardFor,
xpNeededForLevel,
} from "./gamification";
import {
CreateRoomOptions,
@@ -820,14 +821,17 @@ export class MockOnlineService implements OnlineService {
avatar: pick(AVATARS).id,
level: randInt(5, 60),
rating: randInt(1000, 2200),
levelProgress: Math.random(),
isYou: false,
}));
const you = {
id: p.id,
displayName: p.displayName,
avatar: p.avatar,
avatarImage: p.avatarImage,
level: p.level,
rating: p.rating,
levelProgress: Math.min(1, p.xp / xpNeededForLevel(p.level)),
isYou: true,
};
const all = [...others, you].sort((a, b) => b.rating - a.rating);
+3
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@@ -364,8 +364,11 @@ export interface LeaderboardEntry {
id: string;
displayName: string;
avatar: string;
avatarImage?: string; // custom uploaded photo (overrides avatar)
level: number;
rating: number;
/** progress 0..1 toward the next level (for the XP bar) */
levelProgress: number;
isYou: boolean;
}