Commit graph

15 commits

Author SHA1 Message Date
36b2725498 fix(frontend): share one ThemeGuessGame instance across solo/matchmaking/rooms
ThemeGuessGame's constructor permanently binds click/mousemove/document
listeners onto the single shared #code-canvas/#category-panel. Solo,
matchmaking, and private-room flows each independently constructed their
own instance, so using more than one mode in the same page load (e.g.
Solo then Find Match) left multiple instances double-bound to the same
DOM, corrupting whichever mode was used first.

Add game/sharedGame.ts: a single lazily-constructed instance, reused via
setTheme/setSnippet and now-mutable onCategoryAssigned across every
flow. main.ts, matchmakingFlow.ts, and privateRoomFlow.ts now call
getSharedGame() instead of `new ThemeGuessGame(...)`.

Verified via CDP DOMDebugger.getEventListeners against a live session:
exactly one click/mousemove listener on #code-canvas after playing a
Solo round followed by a real matched Matchmaking round in the same
page load (previously would have been two of each).
2026-09-10 14:31:59 -03:00
bf88a340d6 feat(frontend): add theme-voting modal (countdown, live picks, settle) 2026-09-10 14:23:44 -03:00
f0d08f3b50 feat(frontend): add private room UI flow (create/join/repeat)
- frontend/src/ui/privateRoomFlow.ts: create-room sub-flow (time/theme
  mode form, large shareable code, copy-to-clipboard with graceful
  no-op fallback, waiting-for-opponent state) and enter-code sub-flow
  (numeric input + inline room:error retry, no dead end). Handles
  room:joined for both themeMode:'random' (straight into the live
  match) and 'chosen' (vote-wait placeholder, TODO(#16) for the real
  vote modal). Listens for round:nextMatch to show a brief 'Match N of
  5' transition, and room:closed to show the reason and return to the
  main menu. A room with no active session yet (waiting alone, or
  mid-vote) is abandoned via a socket disconnect/reconnect cycle, since
  player:quit is a no-op server-side without a session to attach to.
- frontend/src/game/multiplayerMatch.ts: MultiplayerMatch now owns
  #split-view visibility (shown in startRound, hidden in
  teardownRound), mirroring botMatch.ts's existing convention — nothing
  previously made the opponent pane visible for a real multiplayer
  match.
- frontend/src/net/client.ts: exports a shared `client` GameClient
  singleton (connects on import) so private rooms and matchmaking use
  one socket instead of each constructing their own.
- frontend/index.html: adds the #private-room-mount overlay container.
- frontend/src/style.css: private-room-* styles for the code display,
  join form, and error/status text.
- frontend/src/main.ts: replaces only the enterCodeBtn/createRoomBtn
  TODO stubs with real privateRoomFlow wiring; findMatchBtn line
  untouched.
2026-09-10 14:07:20 -03:00
8bb0c79659 feat(frontend): add matchmaking UI flow (Find Match)
Wires the Matchmaking menu section's Find Match button to the real
queue:join/queue:leave flow: a searching state with cancel, the
queue:banned countdown (banBanner.ts) with Find Match hidden until it
expires, a brief assigned-mode reveal on match:found, and the handoff
into MultiplayerMatch's two-phase init once round:start is known.
After a match ends (round:reveal + result dismissal, local quit, or
opponent quit via room:closed) the flow returns to the matchmaking
menu without re-queuing.

Also adds a shared GameClient singleton (net/client.ts) so every UI
flow that talks to the server reuses one connection.

Note: backend/src/matchmaking/queue.js actually sends round:start
before match:found (the reverse of PROTOCOL.md's documented order),
discovered via live two-tab testing against the real backend;
matchmakingFlow.ts tracks both messages independently so either
arrival order works.
2026-09-10 14:07:00 -03:00
0d1de48841 feat(frontend): wire bot engine into solo-vs-bot split-view match 2026-09-10 12:40:54 -03:00
12423cec1d feat(frontend): add quit button and matchmaking ban UX
- index.html/style.css: destructive-styled #match-quit-btn in the in-match
  HUD row, two-click arm/confirm (no heavyweight modal).
- multiplayerMatch.ts: wires the button (send player:quit, tear down
  timer/listeners/opponent pane immediately, no server reply awaited),
  adds an optional onQuit constructor callback for a future host
  (#14/#15) to route back to the main menu -- nothing mounts
  MultiplayerMatch yet, so this ticket's own quit-button wiring is what
  exercises it.
- ui/banBanner.ts (new): standalone renderBanBanner(container,
  bannedUntil) countdown, ready for #14 to mount into #menu-matchmaking.
  Not wired anywhere yet: per session.js/queue.js, quitting a
  matchmaking match pushes nothing to the quitter directly -- the only
  wire message carrying ban info is queue:banned, sent in reply to a
  later queue:join while banned.

Verified against a real backend + real browser tab driving
MultiplayerMatch through an actual matchmaking match (paired against a
raw ws opponent): quit sends player:quit, opponent gets
room:playerLeft + room:closed(reason:quit) with no ban message; a
follow-up queue:join from the quitter correctly receives queue:banned
(bannedUntil ~120s out) and renderBanBanner counts it down live.
Repeated via room:create/room:join (private room): identical
teardown/onQuit behavior, opponent gets zero ban-related messages, and
the quitter's earlier matchmaking ban is left completely unchanged.
2026-09-10 12:40:50 -03:00
5190ec19a3 feat(frontend): add in-match orchestrator and multiplayer scoreboard
New multiplayerMatch.ts (MultiplayerMatch class) drives one round: syncs
ThemeGuessGame/OpponentView to a round:start payload, relays local
category assignments as round:progress, forwards opponent round:progress
to OpponentView, drives timerHud's countdown (submitting the local color
map as round:submit at expiry), and renders a two-column scoreboard on
round:reveal via computeMatchResult.

ThemeGuessGame gains an optional onCategoryAssigned?(id, hex) constructor
callback, invoked as the last step of applyColor.

timerHud's TimerHudOptions gains an optional onExpire?() callback on the
countdown variant, fired once when endsAt passes.

resultView.ts gains renderMultiplayerResult() for the two-column
you/opponent scoreboard + winner banner (equal overall -> explicit draw).

index.html/style.css: additive #mp-scoreboard/#mp-winner-banner/#mp-you-*/
#mp-opponent-* markup and .mp-* styles; existing single-player result
markup untouched aside from adding id="solo-score-meter-wrap" so it can
be toggled off during a multiplayer reveal.
2026-09-10 12:16:15 -03:00
30a2d9f3dd feat(frontend): add in-match timer HUD with countdown and time warning 2026-09-10 12:03:42 -03:00
4b8c402e43 feat(frontend): add in-match split-view opponent progress pane 2026-09-10 12:03:42 -03:00
5162f090cb feat(frontend): add solo mode config flow (time/theme/opponent) 2026-09-10 11:54:48 -03:00
906fe59add feat(frontend): add WebSocket client service with identity and typed messages 2026-09-10 11:54:48 -03:00
0047da5aab feat(frontend): add bot AI engine for pacing and accuracy 2026-09-10 11:45:28 -03:00
18cf6a00ca feat(frontend): restructure main menu into Solo/Private/Matchmaking
Replace the single pick-a-theme-and-start intro modal with a three-section
menu (Solo/Private/Matchmaking). Solo keeps the existing gameplay reachable
via a direct Play button; Private (Enter Code/Create Room) and Matchmaking
(Find Match) are stubbed with console.log no-ops pending tickets #17/#15/#14.

main.ts gains a small showView(name) helper that toggles .hidden across the
menu/result overlay screens, keeping it a thin composition root.
2026-09-10 11:45:28 -03:00
d51113469f feat(frontend): expand code snippet catalog for random selection 2026-09-10 11:45:28 -03:00
6f9a298aef refactor(frontend): move to frontend/, port to Vite + TypeScript
Splits the single game.js god-class into layered modules (types, data,
engine, game, preview, ui, main) and converts every source file to
TypeScript, built and served by Vite instead of a plain static server.
No behavior change: verified against the previous JS version via a full
play-through (theme select, preview countdown, coloring, reveal) in a
real browser.
2026-09-10 10:37:44 -03:00