- 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>