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client/src/App.vue Normal file
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<template>
<div id="app">
<Home
v-if="currentScreen === 'home'"
@join-game="onJoinGame"
@show-settings="showSettings = true"
/>
<Game v-else-if="currentScreen === 'game'" :game-client="gameClient" />
<!-- Settings Modal -->
<Settings v-if="showSettings" @close="showSettings = false" />
</div>
</template>
<script setup lang="ts">
import { ref } from 'vue'
import Home from '@/components/Home.vue'
import Game from '@/components/Game.vue'
import Settings from '@/components/Settings.vue'
import { GameClient } from '@/services/gameClient'
import { logger } from '@/services/logger'
const currentScreen = ref<'home' | 'game'>('home')
const gameClient = ref<GameClient | null>(null)
const showSettings = ref(false)
const onJoinGame = (client: any) => {
gameClient.value = client
currentScreen.value = 'game'
logger.info('Transitioning to game screen')
}
</script>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, sans-serif;
background-color: #f5f5f5;
}
#app {
min-height: 100vh;
}
</style>

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<template>
<div class="game-container">
<!-- Waiting Phase -->
<div v-if="gamePhase === 'waiting'" class="waiting-screen">
<div class="waiting-content">
<h2>Esperando jugadores...</h2>
<div class="player-count">
{{ playerCount }}/{{ minPlayers }} jugadores conectados
</div>
<div class="spinner"></div>
</div>
</div>
<!-- Playing Phase -->
<div v-else-if="gamePhase === 'playing'" class="game-screen">
<!-- Scoreboard -->
<div class="scoreboard">
<div
v-for="player in players"
:key="player.id"
class="player-score"
:class="{ 'current-player': player.id === currentPlayerId }"
>
<span class="player-name">{{ player.name }}</span>
<span class="score">{{ player.score }}</span>
</div>
</div>
<!-- Click Button -->
<div class="click-area">
<button
@click="handleClick"
class="click-button"
:class="{ 'clicked': isClicked }"
>
<span class="click-text">¡CLICK!</span>
<div class="click-effect" v-if="showEffect"></div>
</button>
</div>
<!-- Current Player Info -->
<div class="player-info">
<p>Tu puntaje: <strong>{{ currentPlayerScore }}</strong></p>
</div>
</div>
</div>
</template>
<script setup lang="ts">
import { ref, computed, onMounted, onUnmounted, triggerRef } from 'vue'
import { GameClient } from '@/services/gameClient'
import { GameState, Player } from '@/types'
import type { Room } from 'colyseus.js'
import { logger } from '@/services/logger'
const props = defineProps<{
gameClient: any
}>()
const gameState = ref<GameState | null>(null)
const isClicked = ref(false)
const showEffect = ref(false)
// Computed properties
const gamePhase = computed(() => {
const phase = gameState.value?.gamePhase || 'waiting'
logger.computedProperty('gamePhase', phase)
return phase
})
const minPlayers = computed(() => gameState.value?.minPlayers || 2)
const playerCount = computed(() => {
const count = gameState.value?.players.size || 0
logger.computedProperty('playerCount', count)
return count
})
const players = computed(() => {
if (!gameState.value) return []
const playerList = Array.from(gameState.value.players.values())
logger.computedProperty('players', playerList)
return playerList
})
const currentPlayerId = computed(() => props.gameClient?.currentPlayerId || '')
const currentPlayerScore = computed(() => {
if (!gameState.value || !currentPlayerId.value) return 0
const player = gameState.value.players.get(currentPlayerId.value)
return player?.score || 0
})
const handleClick = () => {
if (!props.gameClient || gamePhase.value !== 'playing') return
// Send click through gameClient
props.gameClient.sendClick()
// Visual feedback
isClicked.value = true
showEffect.value = true
setTimeout(() => {
isClicked.value = false
}, 150)
setTimeout(() => {
showEffect.value = false
}, 400)
}
onMounted(() => {
if (!props.gameClient) return
logger.gameMounted()
// Subscribe to state changes
const unsubscribeStateChange = props.gameClient.onStateChange((state: GameState) => {
logger.gameComponentUpdate({
gamePhase: state.gamePhase,
playerCount: state.players.size,
gameStarted: state.gameStarted
})
// Force Vue reactivity by assigning new reference and triggering update
gameState.value = state
triggerRef(gameState)
logger.info('Reactive gameState updated and triggered:', gameState.value)
})
// Subscribe to phase changes for debugging
const unsubscribePhaseChange = props.gameClient.onGamePhaseChange((phase: string) => {
logger.info('Game component detected phase change:', phase)
})
// Cleanup on unmount
onUnmounted(() => {
logger.gameUnmounted()
unsubscribeStateChange()
unsubscribePhaseChange()
})
})
</script>
<style scoped>
.game-container {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
min-height: 100vh;
background: linear-gradient(135deg, #667eea 0%, #764ba2 100%);
color: white;
padding: 2rem;
}
/* Waiting Screen */
.waiting-screen {
text-align: center;
}
.waiting-content h2 {
font-size: 2.5rem;
margin-bottom: 1rem;
font-weight: 700;
}
.player-count {
font-size: 1.5rem;
margin-bottom: 2rem;
opacity: 0.9;
}
.spinner {
width: 50px;
height: 50px;
border: 4px solid rgba(255, 255, 255, 0.3);
border-top: 4px solid white;
border-radius: 50%;
animation: spin 1s linear infinite;
margin: 0 auto;
}
@keyframes spin {
0% { transform: rotate(0deg); }
100% { transform: rotate(360deg); }
}
/* Game Screen */
.game-screen {
width: 100%;
max-width: 800px;
}
.scoreboard {
display: flex;
justify-content: center;
gap: 2rem;
margin-bottom: 3rem;
flex-wrap: wrap;
}
.player-score {
background: rgba(255, 255, 255, 0.1);
padding: 1rem 1.5rem;
border-radius: 12px;
text-align: center;
backdrop-filter: blur(10px);
border: 2px solid transparent;
transition: all 0.3s ease;
}
.player-score.current-player {
border-color: #ffd700;
background: rgba(255, 215, 0, 0.2);
}
.player-name {
display: block;
font-size: 1rem;
margin-bottom: 0.5rem;
opacity: 0.9;
}
.score {
display: block;
font-size: 2rem;
font-weight: 700;
}
/* Click Button */
.click-area {
display: flex;
justify-content: center;
margin-bottom: 2rem;
}
.click-button {
position: relative;
width: 250px;
height: 250px;
border-radius: 50%;
border: none;
background: linear-gradient(45deg, #ff6b6b, #ff8e53);
color: white;
font-size: 2rem;
font-weight: 700;
cursor: pointer;
transition: all 0.1s ease;
box-shadow: 0 8px 25px rgba(255, 107, 107, 0.4);
overflow: hidden;
}
.click-button:hover {
transform: scale(1.05);
box-shadow: 0 12px 35px rgba(255, 107, 107, 0.6);
}
.click-button.clicked {
transform: scale(0.95);
background: linear-gradient(45deg, #ff8e53, #ff6b6b);
}
.click-text {
position: relative;
z-index: 2;
}
.click-effect {
position: absolute;
top: 50%;
left: 50%;
width: 30px;
height: 30px;
background: rgba(255, 255, 255, 0.8);
border-radius: 50%;
transform: translate(-50%, -50%);
animation: clickRipple 0.4s ease-out;
}
@keyframes clickRipple {
0% {
width: 30px;
height: 30px;
opacity: 0.8;
}
100% {
width: 300px;
height: 300px;
opacity: 0;
}
}
.player-info {
text-align: center;
font-size: 1.2rem;
}
.player-info strong {
color: #ffd700;
}
</style>

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<template>
<div class="container">
<div class="branding">
<img src="/assets/logo.svg" alt="Snatch Game Logo" class="logo" />
<h1>Snatch Game</h1>
</div>
<div class="buttons">
<button @click="onJoin" :disabled="isConnecting">
{{ isConnecting ? 'Conectando...' : 'Unirse a partida' }}
</button>
<button @click="onSettings">Configuración</button>
<button @click="onLogin">Iniciar sesión</button>
</div>
<div v-if="connectionStatus" class="connection-status">
{{ connectionStatus }}
</div>
<div class="footer">NucleoServices</div>
</div>
</template>
<script setup lang="ts">
import { ref, onMounted } from 'vue'
import { GameClient } from '@/services/gameClient'
import { logger } from '@/services/logger'
const emit = defineEmits<{
'join-game': [client: any]
'show-settings': []
}>()
const gameClient = ref<GameClient | null>(null)
const isConnecting = ref(false)
const connectionStatus = ref('')
onMounted(() => {
gameClient.value = new GameClient()
logger.info('GameClient initialized:', gameClient.value);
})
const onJoin = async () => {
if (isConnecting.value || !gameClient.value) return
isConnecting.value = true
connectionStatus.value = 'Conectando...'
try {
await gameClient.value.joinGame('Jugador Test', 'classic')
connectionStatus.value = 'Conectado exitosamente!'
logger.info('Conectado al servidor')
// Emit the join-game event to transition to game screen
emit('join-game', gameClient.value)
} catch (error) {
connectionStatus.value = 'Error de conexión: ' + (error as Error).message
logger.error('Error connecting:', error)
} finally {
isConnecting.value = false
}
}
const onSettings = () => {
emit('show-settings')
}
const onLogin = () => {
logger.info('Iniciar sesión clicked')
// TODO: lógica para iniciar sesión
}
</script>
<style scoped>
.container {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
min-height: 100vh;
background: linear-gradient(135deg, #667eea 0%, #764ba2 100%);
color: white;
padding: 2rem;
}
.branding {
text-align: center;
margin-bottom: 3rem;
}
.logo {
width: 120px;
height: 120px;
margin-bottom: 1rem;
}
h1 {
font-size: 3rem;
font-weight: 700;
margin: 0;
text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.3);
}
.buttons {
display: flex;
flex-direction: column;
gap: 1rem;
margin-bottom: 2rem;
}
button {
padding: 1rem 2rem;
font-size: 1.1rem;
font-weight: 600;
border: none;
border-radius: 8px;
background: rgba(255, 255, 255, 0.9);
color: #333;
cursor: pointer;
transition: all 0.3s ease;
min-width: 200px;
}
button:hover:not(:disabled) {
background: white;
transform: translateY(-2px);
box-shadow: 0 4px 12px rgba(0, 0, 0, 0.2);
}
button:disabled {
opacity: 0.6;
cursor: not-allowed;
}
.connection-status {
margin-top: 1rem;
padding: 0.75rem 1.5rem;
background: rgba(255, 255, 255, 0.1);
border-radius: 6px;
font-weight: 500;
backdrop-filter: blur(10px);
}
.footer {
position: absolute;
bottom: 2rem;
font-size: 0.9rem;
opacity: 0.7;
}
</style>

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<template>
<div class="settings-container">
<div class="settings-header">
<h2>Configuración</h2>
<button @click="$emit('close')" class="close-button">
<span></span>
</button>
</div>
<div class="settings-content">
<div class="setting-section">
<h3>Desarrollo</h3>
<div class="setting-item">
<label class="checkbox-label">
<input
type="checkbox"
:checked="debugLoggingEnabled"
@change="toggleDebugLogging"
/>
<span class="checkmark"></span>
<span class="label-text">Activar logs de depuración</span>
</label>
<p class="setting-description">
Muestra información detallada en la consola del navegador.
Útil para depuración pero puede afectar el rendimiento.
</p>
</div>
</div>
<div class="setting-section">
<h3>Información</h3>
<div class="info-item">
<span class="info-label">Versión:</span>
<span class="info-value">0.0.1-alpha</span>
</div>
<div class="info-item">
<span class="info-label">Entorno:</span>
<span class="info-value">{{ environment }}</span>
</div>
</div>
</div>
<div class="settings-footer">
<button @click="$emit('close')" class="button-primary">
Cerrar
</button>
</div>
</div>
</template>
<script setup lang="ts">
import { ref, onMounted } from 'vue'
import { logger } from '@/services/logger'
defineEmits<{
close: []
}>()
const debugLoggingEnabled = ref(false)
const environment = import.meta.env.MODE
onMounted(() => {
debugLoggingEnabled.value = logger.isDebugEnabled()
})
const toggleDebugLogging = (event: Event) => {
const target = event.target as HTMLInputElement
debugLoggingEnabled.value = target.checked
logger.setDebugEnabled(target.checked)
}
</script>
<style scoped>
.settings-container {
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
width: 90%;
max-width: 500px;
background: white;
border-radius: 12px;
box-shadow: 0 20px 60px rgba(0, 0, 0, 0.3);
z-index: 1000;
color: #333;
}
.settings-header {
display: flex;
justify-content: space-between;
align-items: center;
padding: 1.5rem;
border-bottom: 1px solid #e0e0e0;
}
.settings-header h2 {
margin: 0;
font-size: 1.5rem;
font-weight: 600;
}
.close-button {
width: 32px;
height: 32px;
border: none;
background: #f5f5f5;
border-radius: 50%;
display: flex;
align-items: center;
justify-content: center;
cursor: pointer;
transition: background-color 0.2s;
}
.close-button:hover {
background: #e0e0e0;
}
.settings-content {
padding: 1.5rem;
max-height: 60vh;
overflow-y: auto;
}
.setting-section {
margin-bottom: 2rem;
}
.setting-section h3 {
margin: 0 0 1rem 0;
font-size: 1.1rem;
font-weight: 600;
color: #555;
}
.setting-item {
margin-bottom: 1.5rem;
}
.checkbox-label {
display: flex;
align-items: flex-start;
cursor: pointer;
gap: 0.75rem;
}
.checkbox-label input[type="checkbox"] {
display: none;
}
.checkmark {
width: 20px;
height: 20px;
border: 2px solid #ddd;
border-radius: 4px;
position: relative;
flex-shrink: 0;
margin-top: 1px;
transition: all 0.2s;
}
.checkbox-label input[type="checkbox"]:checked + .checkmark {
background: #667eea;
border-color: #667eea;
}
.checkbox-label input[type="checkbox"]:checked + .checkmark::after {
content: '';
position: absolute;
left: 6px;
top: 2px;
width: 6px;
height: 10px;
border: solid white;
border-width: 0 2px 2px 0;
transform: rotate(45deg);
}
.label-text {
font-weight: 500;
line-height: 1.4;
}
.setting-description {
margin: 0.5rem 0 0 2.75rem;
font-size: 0.9rem;
color: #666;
line-height: 1.4;
}
.info-item {
display: flex;
justify-content: space-between;
padding: 0.5rem 0;
border-bottom: 1px solid #f0f0f0;
}
.info-item:last-child {
border-bottom: none;
}
.info-label {
font-weight: 500;
color: #555;
}
.info-value {
color: #333;
font-family: 'Monaco', 'Consolas', monospace;
font-size: 0.9rem;
}
.settings-footer {
padding: 1.5rem;
border-top: 1px solid #e0e0e0;
text-align: right;
}
.button-primary {
padding: 0.75rem 1.5rem;
background: #667eea;
color: white;
border: none;
border-radius: 8px;
font-weight: 500;
cursor: pointer;
transition: background-color 0.2s;
}
.button-primary:hover {
background: #5a6fd8;
}
/* Overlay */
.settings-container::before {
content: '';
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
background: rgba(0, 0, 0, 0.5);
z-index: -1;
}
</style>

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client/src/main.ts Normal file
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import { createApp } from 'vue'
import App from './App.vue'
createApp(App).mount('#app')

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import { Client, Room } from 'colyseus.js'
import { GameState, Player } from '../types'
import type { GameRoomOptions } from '../types'
import { logger } from './logger'
export class GameClient {
public client: Client
public room: Room<GameState> | null = null
// Current state
public gameState: GameState | null = null
public currentPlayerId: string = ''
public isConnected: boolean = false
// Event callbacks
private onStateChangeCallbacks: ((state: GameState) => void)[] = []
private onGamePhaseChangeCallbacks: ((phase: string) => void)[] = []
constructor() {
const serverUrl = import.meta.env.VITE_SERVER_URL || 'ws://localhost:2567'
this.client = new Client(serverUrl)
logger.info('Game client initialized with server:', serverUrl)
}
async joinGame(playerName: string, gameMode: string = 'classic'): Promise<Room<GameState>> {
try {
logger.info('Attempting to join game room...')
const options: GameRoomOptions = {
playerName,
gameMode
}
this.room = await this.client.joinOrCreate<GameState>('game', options)
this.currentPlayerId = this.room.sessionId
this.isConnected = true
logger.info('Successfully joined room:', this.room)
logger.info('Player ID:', this.currentPlayerId)
this.room.onStateChange((state) => {
logger.gameStateChange({
gamePhase: state.gamePhase,
playerCount: state.players.size,
gameStarted: state.gameStarted
})
const previousPhase = this.gameState?.gamePhase
this.gameState = state
// Notify all state change callbacks
this.onStateChangeCallbacks.forEach(callback => callback(state))
// Notify phase change if it changed
if (previousPhase !== state.gamePhase) {
logger.gamePhaseChange(previousPhase, state.gamePhase)
this.onGamePhaseChangeCallbacks.forEach(callback => callback(state.gamePhase))
}
})
this.room.onLeave((code) => {
logger.info('Left room with code:', code)
this.isConnected = false
})
this.room.onError((code, message) => {
logger.error('Room error:', { code, message })
})
return this.room
} catch (error) {
logger.error('Failed to join room:', error)
throw error
}
}
leaveGame(): void {
if (this.room) {
this.room.leave()
this.room = null
this.isConnected = false
this.gameState = null
}
}
getRoom(): Room<GameState> | null {
return this.room
}
// Event subscription methods
onStateChange(callback: (state: GameState) => void): () => void {
this.onStateChangeCallbacks.push(callback)
// If we already have state, call immediately
if (this.gameState) {
callback(this.gameState)
}
// Return unsubscribe function
return () => {
const index = this.onStateChangeCallbacks.indexOf(callback)
if (index > -1) {
this.onStateChangeCallbacks.splice(index, 1)
}
}
}
onGamePhaseChange(callback: (phase: string) => void): () => void {
this.onGamePhaseChangeCallbacks.push(callback)
// If we already have state, call immediately
if (this.gameState) {
callback(this.gameState.gamePhase)
}
// Return unsubscribe function
return () => {
const index = this.onGamePhaseChangeCallbacks.indexOf(callback)
if (index > -1) {
this.onGamePhaseChangeCallbacks.splice(index, 1)
}
}
}
// Game actions
sendClick(): void {
if (this.room && this.gameState?.gamePhase === 'playing') {
this.room.send('click')
logger.clickSent()
} else {
logger.clickIgnored()
}
}
// Getters
getCurrentPlayer(): Player | null {
if (!this.gameState || !this.currentPlayerId) return null
return this.gameState.players.get(this.currentPlayerId) || null
}
getPlayers(): Player[] {
if (!this.gameState) return []
return Array.from(this.gameState.players.values())
}
}

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class Logger {
private static instance: Logger
private debugEnabled: boolean
private constructor() {
// Default based on environment
const isDevelopment = import.meta.env.MODE === 'development'
this.debugEnabled = isDevelopment
// Load from localStorage if available
const savedSetting = localStorage.getItem('debug-logging-enabled')
if (savedSetting !== null) {
this.debugEnabled = savedSetting === 'true'
}
console.log(`🐛 Debug logging ${this.debugEnabled ? 'enabled' : 'disabled'} (environment: ${import.meta.env.MODE})`)
}
static getInstance(): Logger {
if (!Logger.instance) {
Logger.instance = new Logger()
}
return Logger.instance
}
setDebugEnabled(enabled: boolean): void {
this.debugEnabled = enabled
localStorage.setItem('debug-logging-enabled', enabled.toString())
console.log(`🐛 Debug logging ${enabled ? 'enabled' : 'disabled'}`)
}
isDebugEnabled(): boolean {
return this.debugEnabled
}
// Game-specific logging methods
gameStateChange(data: any): void {
if (this.debugEnabled) {
console.log('🔄 State changed:', data)
}
}
gameComponentUpdate(data: any): void {
if (this.debugEnabled) {
console.log('🔄 Game component received state update:', data)
}
}
gamePhaseChange(oldPhase: string | undefined, newPhase: string): void {
if (this.debugEnabled) {
console.log(`🎮 Game phase changed: ${oldPhase}${newPhase}`)
}
}
gameMounted(): void {
if (this.debugEnabled) {
console.log('🎮 Game component mounted, setting up state subscription')
}
}
gameUnmounted(): void {
if (this.debugEnabled) {
console.log('🎮 Game component unmounting, cleaning up subscriptions')
}
}
computedProperty(name: string, value: any): void {
if (this.debugEnabled) {
console.log(`🔢 ${name} computed:`, value)
}
}
clickSent(): void {
if (this.debugEnabled) {
console.log('🖱️ Click sent to server')
}
}
clickIgnored(): void {
if (this.debugEnabled) {
console.log('⚠️ Click ignored - game not in playing phase or not connected')
}
}
// General logging methods
info(message: string, data?: any): void {
if (this.debugEnabled) {
if (data) {
console.log(message, data)
} else {
console.log(message)
}
}
}
warn(message: string, data?: any): void {
if (this.debugEnabled) {
if (data) {
console.warn(message, data)
} else {
console.warn(message)
}
}
}
error(message: string, data?: any): void {
// Errors are always logged regardless of debug setting
if (data) {
console.error(message, data)
} else {
console.error(message)
}
}
}
export const logger = Logger.getInstance()

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// Re-export generated schema classes
export { Player } from './Player'
export { GameState } from './GameState'
// Additional types that are not Schema classes
export interface GameRoomOptions {
gameMode?: string;
playerName?: string;
}