Make all menu screens use the width on desktop/landscape and the UNO panels:
- Shop item grid 3→up to 6 cols; BuyCoins packs 2→4 cols on lg.
- Lobby: panel league pick (2-col) + 2-col CTA buttons.
- Achievements / Notifications / Leaderboard / Friends lists → responsive
grids (1 col mobile, 2 cols on lg); glass→panel on section containers.
- Chat: centered max-w-3xl column on desktop, green send button.
All responsive for mobile + desktop. tsc + build clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
No more earned-only (rank/wins) cosmetics — every avatar, card back/front,
reaction & sticker pack now has a coin price. Rank/wins/achievement become
purchase requirements (coin · coin+rank · coin+rank+achievement), enforced
client (mock + ShopScreen lock label) and server (ProfileService.ItemGate,
keyed by kind:id). Ownership = default + purchased only.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replaced the childish animal emoji avatars with custom inline-SVG "deity
medallions" (gradient disc + gold ring + heraldic emblem) — Athena, Zeus,
Poseidon, Horus, Odin, Thor, Cyrus, Simorgh, Ishtar, Nike, etc. IDs unchanged
so owned avatars keep working; Avatar renders the art (emoji fallback for legacy
ids). Shop now shows the art + the god name (was generic "Avatar").
Files: components/online/avatarArt.tsx (new art + pantheon map), Avatar.tsx
(render art), ShopScreen Preview (avatar → <Avatar/>), mock-service avatar shop
names from AVATAR_ART.
Verified: tsc + next build clean; web rebuilt on :1500.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Deep-dive responsive audit. The post-match rewards modal used overflow-hidden
and the shop detail sheet had no height cap — both could clip content (long
reward lists / sticker packs) on short or landscape phones. Added
max-h-[90vh]/[88vh] + overflow-y-auto. Audit confirmed Leaderboard, Lobby,
PublicProfile rows/modals already handle min-w-0/truncate/scroll correctly.
Verified: tsc + next build clean; web rebuilt on :1500.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds ~100 new purchasable gifts that are LOCKED until a level/rating gate is met,
then buyable with coins — value scales with the gate:
- 45 gift avatars (types.ts), 35 gift titles + 20 gift card backs (gamification.ts),
all reusing existing renderers. Tier (1-5) encoded in the id (-t<n>-).
- Gate model: GIFT_TIERS (shared) → reqLevel/reqRating on AvatarDef/TitleDef/
CardBackDef + ShopItem. Tiers: t1 free, t2 Lv10, t3 Lv20, t4 Lv35, t5 Rating1700.
- Shop UI: locked cards dim + show the requirement (Lock + "Level 20"), buy
disabled until met; mock buyItem enforces it offline.
- Server enforces generically — ProfileService parses the tier from the id and
checks the player's level/rating (no 100-entry mirror). Mirrors GIFT_TIERS.
- i18n shop.reqLevel/reqRating (fa+en).
Verified: tsc + sim + next build + dotnet build all pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- MatchIntroOverlay: UNO-style pre-game reveal — the 4 seats animate into the
table (with "?" placeholders until each player's data streams in for live
matches), a 3-2-1-GO countdown, then the table shows. Wired via game-store
matchIntroPending/consumeIntro, rendered online-only in GameScreen.
- Fix: intro.found / intro.getReady / intro.go existed only in the Persian dict;
added the English strings (would have shown raw keys to EN users).
- Checkpoint of the in-progress UI/social batch (CoinsPill, shop titles section,
friend-request rate limit, etc.) — all green.
Verified: tsc + next build + scripts/sim.ts + dotnet build server/Hokm.slnx all pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- 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>
Answers "what's in this pack / how much XP": shop items now carry contents
(sticker ids / emojis), xp amount, and a fa/en description. Cards are tactile
(press-3d), show the artwork + name + a quick hint (item count or +XP) + price,
with an owned check badge. Tapping a card opens a detail sheet that shows the
full contents (every sticker/emoji rendered), the XP granted, a description,
and a Buy button (gold when affordable, "need coins" otherwise).
Verified: tsc + next build clean; web rebuilt :1500.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- XP packs in the store (coin-priced, intentionally expensive): xp1 200/5k,
xp2 600/12k, xp3 1500/25k. Consumable (grant XP, can level up) — server
ShopBuy handles kind "xp" via an authoritative XpPacks map + Gamification.GrantXp;
mock mirrors. New shop section + shop.xp/xpHint i18n.
- Every game grants XP and the WINNER earns 2x: matchXp is now
base*(won?2:1)*leagueFactor (was a flat +80 win bonus). Mirrored server-side.
- Premium (pro) perks: 1.5x XP multiplier (applied in applyMatchResult /
ApplyMatch by plan), plus animated shimmering gold chat bubbles for your own
messages (premium-chat CSS; ChatScreen gates on plan).
Verified: tsc + next + dotnet build clean; sim passes; live server — buying xp2
took L1→L3 and deducted 12k coins under the new curve. Images rebuilt :1500/:1505.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Card design:
- Separate cardFront + cardBack (each own/equip independently)
- Fronts: classic (free), ivory/rosegold (buy), parchment/mint (earned)
- Backs: classic (free), sapphire/emerald (buy), ruby/royal (earned)
- PlayingCard `front` prop; table applies front to all faces, back to opponents
- Profile has front + back pickers; shop has both sections
Audio:
- Web Audio synth engine (no asset files): SFX for card/deal/trump/trick,
win/lose, message, notify, award, levelup, purchase, kot + ambient music
- Toggles in profile (Audio) + mute button in game HUD; prefs persisted
- Wired across game-store, rewards, daily, shop, chat
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Reactions/emotes in-game: tray of owned emojis + animated per-seat bubbles
(feature named "شکلک / Sheklak"). Packs: starter (free), champion/legend
(earned by rating/wins), emotions/taunt (purchasable in shop)
- OnlineService.sendReaction/onReaction; mock echoes you + random opponents
- Fix: human hakem's 5 cards were blurred behind the trump-chooser overlay —
raise hand to z-50 during choosing-trump so cards stay readable
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>