7 Commits

Author SHA1 Message Date
81a54aa93e feat(ui/battleship): integrate BattleshipBoard and metadata-driven placement/battle flow
- Added metadata state to App and wired incoming match metadata.
- Added Fleet + FLEET_ORDER in BattleShipBoard to drive ship placement order.
- Added nextShip + nextShipSize calculation for guided placement.
- Updated handlePlace and handleShoot to send structured payloads (action + data).
- Added lobby/placement/battle status messages.
- Updated grids to use shipBoard + shipName/shipSize props instead of generic grid.
- Fixed metadata access (state.Metadata vs state.metadata).
- Consolidated PlacementGrid usage and disabled it during battle phase.
- Added logging for debugging incoming battleship boards.
2025-12-03 21:01:41 +05:30
fe1cacb5ed feat(battleship): add complete Battleship game UI with placement & battle phases
- Implement BattleshipBoard with phase-based rendering (placement/battle)
- Add PlacementGrid for ship placement interaction
- Add ShotGrid for firing UI with turn validation
- Integrate match metadata (pX_placed, pX_ready, phase)
- Connect UI to Nakama sendMatchData (place + shoot actions)
- Add real-time board rendering for ships and shots
- Add status line, turn handling, and winner display
- Ensure compatibility with new backend ApplyMove/ApplyPlacement logic
2025-12-03 19:27:47 +05:30
2b0af9fd1f feat(tictactoe): migrate to multi-board state structure
- Replaced single `board` state with `boards` map in App.tsx
- Updated state parsing to use `state.boards` instead of `state.board.grid`
- Updated TicTacToeBoard props to accept `boards` instead of `board`
- Safely extracted TicTacToe board using `boards['tictactoe']?.grid ?? null`
- Added loading fallback when board is not yet available
- Updated rendering guards to prevent undefined map errors

This change fully aligns the frontend with the new multi-board MatchState
introduced on the server (supports TicTacToe, Battleship, and future games).
2025-12-03 17:36:29 +05:30
7b677653a7 cleanup 2025-12-01 20:58:21 +05:30
5c75541c25 de queue on cancle queue rather than before starting new queue 2025-12-01 20:58:08 +05:30
83ae342499 feat(matchmaking): add selectedGame support and implement exitMatchmaker to clear active tickets
Added selectedGame state and UI dropdown

Updated startQueue() to pass { game, mode } metadata

Added exitMatchmaker() to remove existing ticket

Stored active matchmaker ticket in context

Prevents duplicate matchmaker ticket errors
2025-12-01 20:55:24 +05:30
cc1f45457c refactoring game for separate folders for game boards and common logic for player 2025-12-01 20:36:46 +05:30
19 changed files with 992 additions and 110 deletions

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@@ -1,16 +1,14 @@
import React, { useState, useEffect } from "react";
import { motion } from "framer-motion";
import { useNakama } from "./providers/NakamaProvider";
import Board from "./Board";
import Player from "./Player";
import { PlayerModel } from "./Board";
import { PlayerModel } from "./models/player";
export default function TicTacToe() {
const [board, setBoard] = useState<string[][]>([
["", "", ""],
["", "", ""],
["", "", ""]
]);
import TicTacToeBoard from "./games/tictactoe/TicTacToeBoard";
export default function App() {
// setting up a 2D game boards
const [boards, setBoards] = useState<Record<string, { grid: string[][] }>>({});
const [turn, setTurn] = useState<number>(0);
const [winner, setWinner] = useState<string | null>(null);
const [gameOver, setGameOver] = useState<boolean | null>(null);
@@ -28,7 +26,7 @@ export default function TicTacToe() {
const state = msg.data;
console.log("Match state:", state);
setBoard(state.board.grid);
setBoards(state.boards);
setTurn(state.turn);
setGameOver(state.game_over);
if (state.winner >= 0) {
@@ -115,8 +113,8 @@ export default function TicTacToe() {
minWidth: "300px",
}}
>
<Board
board={board}
<TicTacToeBoard
boards={boards}
turn={turn}
winner={winner}
gameOver={gameOver}

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@@ -1,6 +1,5 @@
import React, { useEffect, useState } from "react";
import { motion, AnimatePresence } from "framer-motion";
import Leaderboard from "./Leaderboard";
import { useNakama } from "./providers/NakamaProvider";
export default function Player({
@@ -15,11 +14,13 @@ export default function Player({
logout,
onMatchData,
joinMatchmaker,
exitMatchmaker,
} = useNakama();
const [username, setUsername] = useState(
localStorage.getItem("username") ?? ""
);
const [selectedGame, setSelectedGame] = useState("tictactoe");
const [selectedMode, setSelectedMode] = useState("classic");
const [isQueueing, setIsQueueing] = useState(false);
const isRegistered = localStorage.getItem("registered") === "yes";
@@ -37,14 +38,18 @@ export default function Player({
// ------------------------------------------
// MATCHMAKING
// ------------------------------------------
async function startQueue(selectedMode: string) {
async function startQueue(
selectedGame: string,
selectedMode: string
) {
setIsQueueing(true);
const gameMetadata = {
game: selectedGame,
mode: selectedMode,
}
try {
const ticket = await joinMatchmaker({
game: 'tictactoe',
mode: selectedMode,
});
const ticket = await joinMatchmaker(gameMetadata);
console.log("Queued:", ticket);
} catch (err) {
console.error("Matchmaking failed:", err);
@@ -52,10 +57,17 @@ export default function Player({
}
}
function cancelQueue() {
async function cancelQueue(
selectedGame: string,
selectedMode: string
) {
setIsQueueing(false);
// Nakama matchmaker tickets auto-expire by default in your setup.
// If you later add manual ticket cancel RPC, call it here.
const gameMetadata = {
game: selectedGame,
mode: selectedMode,
}
await exitMatchmaker(gameMetadata)
}
useEffect(() => {
@@ -149,6 +161,24 @@ export default function Player({
Select Game Mode
</label>
<select
value={selectedGame}
disabled={isQueueing}
onChange={(e) => setSelectedGame(e.target.value)}
style={{
padding: "8px",
margin: "10px 0 16px",
width: "60%",
borderRadius: "10px",
background: "#222",
color: "white",
border: "1px solid #333",
}}
>
<option value="tictactoe">Tic Tac Toe</option>
<option value="battleship">Battleship</option>
</select>
<select
value={selectedMode}
disabled={isQueueing}
@@ -170,7 +200,10 @@ export default function Player({
{!isQueueing && (
<motion.button
whileTap={{ scale: 0.95 }}
onClick={() => startQueue(selectedMode)}
onClick={() => startQueue(
selectedGame,
selectedMode,
)}
style={{
padding: "10px 20px",
borderRadius: "12px",
@@ -219,7 +252,10 @@ export default function Player({
{/* Cancel button */}
<button
onClick={cancelQueue}
onClick={() => cancelQueue(
selectedGame,
selectedMode,
)}
style={{
marginTop: "10px",
padding: "6px 12px",
@@ -238,7 +274,6 @@ export default function Player({
)}
<div style={{ marginTop: "24px" }}>
<Leaderboard />
</div>
<motion.button

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@@ -0,0 +1,146 @@
import React, { useMemo } from "react";
import { motion } from "framer-motion";
import { useNakama } from "../../providers/NakamaProvider";
import { PlayerModel } from "../../models/player";
import PlacementGrid from "./placement/PlacementGrid";
import ShotGrid from "./battle/ShotGrid";
interface BattleBoardProps {
boards: Record<string, { grid: string[][] }>;
players: PlayerModel[];
myUserId: string | null;
turn: number;
winner: string | null;
gameOver: boolean | null;
metadata: Record<string, any>;
}
const Fleet: Record<string, number> = {
carrier: 5,
battleship: 4,
cruiser: 3,
submarine: 3,
destroyer: 2,
};
const FLEET_ORDER = ["carrier", "battleship", "cruiser", "submarine", "destroyer"];
export default function BattleShipBoard({
boards,
players,
myUserId,
turn,
winner,
gameOver,
metadata,
}: BattleBoardProps) {
const { sendMatchData, matchId } = useNakama();
const myIndex = players.findIndex((p) => p.user_id === myUserId);
const oppIndex = myIndex === 0 ? 1 : 0;
console.log(metadata, "metadata");
const phase = metadata["phase"] ?? "lobby";
const isMyTurn = phase === "battle" && turn === myIndex;
const myShips = boards[`p${myIndex}_ships`]?.grid ?? [[]];
const myShots = boards[`p${myIndex}_shots`] ?.grid ?? [[]];
const placed = metadata[`p${myIndex}_placed`] ?? 0;
const nextShip = FLEET_ORDER[placed] || null;
const nextShipSize = nextShip ? Fleet[nextShip] : null;
// ------------------- PLACE SHIP -------------------
function handlePlace(ship: string, r: number, c: number, dir: "h" | "v") {
sendMatchData(matchId!, 1, {
action: "place",
data: {
ship: ship,
row: r,
col: c,
dir,
}
});
}
// ------------------- SHOOT -------------------
function handleShoot(r: number, c: number) {
sendMatchData(matchId!, 1, {
action: "shoot",
row: r,
col: c,
});
}
// ------------------- STATUS LABEL -------------------
const status = useMemo(() => {
if (phase === "lobby") return `In Lobby`;
if (winner !== null) return `Winner: Player ${winner}`;
if (gameOver) return "Game over — draw";
if (phase === "placement") return `Place your ${nextShip ?? ""}`;
if (myIndex === -1) return "Spectating";
if (!isMyTurn) return "Opponents turn";
return "Your turn";
}, [winner, gameOver, phase, isMyTurn, myIndex, nextShip]);
return (
<motion.div
initial={{ opacity: 0, y: 6 }}
animate={{ opacity: 1, y: 0 }}
transition={{ duration: 0.25 }}
style={{ textAlign: "center" }}
>
<h2 style={{ marginBottom: 8 }}>{status}</h2>
{/* ---------------- PHASE 1: PLACEMENT ---------------- */}
{phase === "placement" && nextShip && (
<PlacementGrid
shipBoard={myShips}
shipName={nextShip}
shipSize={nextShipSize}
onPlace={handlePlace}
/>
)}
{/* ---------------- PHASE 2: BATTLE ---------------- */}
{phase === "battle" && (
<>
<h3>Your Shots</h3>
<ShotGrid
grid={myShots}
isMyTurn={isMyTurn}
gameOver={!!gameOver}
onShoot={handleShoot}
/>
<h3 style={{ marginTop: "18px" }}>Your Ships</h3>
<PlacementGrid
shipBoard={myShips}
shipName="readonly"
shipSize={0}
onPlace={() => {}}
/>
</>
)}
{/* ---------------- WINNER UI ---------------- */}
{winner !== null && (
<motion.div
initial={{ opacity: 0 }}
animate={{ opacity: 1, scale: [1, 1.05, 1] }}
transition={{ repeat: Infinity, duration: 1.4 }}
style={{
marginTop: 12,
fontSize: "20px",
fontWeight: "bold",
color: "#f1c40f",
}}
>
🎉 Player {winner} Wins! 🎉
</motion.div>
)}
</motion.div>
);
}

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@@ -0,0 +1,100 @@
import React from "react";
import { motion, AnimatePresence } from "framer-motion";
interface ShotGridProps {
grid: string[][]; // your shots: "", "H", "M"
isMyTurn: boolean; // only clickable on your turn
gameOver: boolean;
onShoot: (row: number, col: number) => void;
}
export default function ShotGrid({
grid,
isMyTurn,
gameOver,
onShoot,
}: ShotGridProps) {
const rows = grid.length;
const cols = grid[0].length;
function handleClick(r: number, c: number) {
if (!isMyTurn || gameOver) return;
if (grid[r][c] !== "") return; // can't shoot twice
onShoot(r, c);
}
return (
<motion.div
layout
style={{
display: "grid",
gridTemplateColumns: `repeat(${cols}, 36px)`,
gap: "4px",
justifyContent: "center",
marginTop: "12px",
}}
>
{grid.map((row, r) =>
row.map((cell, c) => {
const empty = cell === "";
const hit = cell === "H";
const miss = cell === "M";
let bg = "#111";
if (hit) bg = "#e74c3c"; // red for hit
if (miss) bg = "#34495e"; // gray for miss
return (
<motion.button
key={`${r}-${c}`}
whileHover={empty && isMyTurn && !gameOver ? { scale: 1.1 } : {}}
whileTap={empty && isMyTurn && !gameOver ? { scale: 0.9 } : {}}
onClick={() => handleClick(r, c)}
style={{
width: 36,
height: 36,
borderRadius: 4,
border: "1px solid #444",
background: bg,
cursor:
empty && isMyTurn && !gameOver ? "pointer" : "not-allowed",
display: "flex",
alignItems: "center",
justifyContent: "center",
color: "white",
fontWeight: 700,
}}
>
<AnimatePresence>
{hit && (
<motion.span
key="hit"
initial={{ scale: 0.2, opacity: 0 }}
animate={{ scale: 1, opacity: 1 }}
exit={{ scale: 0.2, opacity: 0 }}
transition={{ type: "spring", stiffness: 200, damping: 10 }}
>
H
</motion.span>
)}
{miss && (
<motion.span
key="miss"
initial={{ scale: 0.2, opacity: 0 }}
animate={{ scale: 1, opacity: 1 }}
exit={{ scale: 0.2, opacity: 0 }}
transition={{ type: "spring", stiffness: 200, damping: 10 }}
>
M
</motion.span>
)}
</AnimatePresence>
</motion.button>
);
})
)}
</motion.div>
);
}

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@@ -0,0 +1,87 @@
import React from "react";
import { motion } from "framer-motion";
interface ShipSelectorProps {
remainingShips: string[]; // ex: ["carrier", "battleship", ...]
selectedShip: string | null;
orientation: "h" | "v";
onSelectShip: (ship: string) => void;
onToggleOrientation: () => void;
}
export default function ShipSelector({
remainingShips,
selectedShip,
orientation,
onSelectShip,
onToggleOrientation,
}: ShipSelectorProps) {
return (
<div style={{ marginTop: 12, textAlign: "center" }}>
<motion.div
initial={{ opacity: 0 }}
animate={{ opacity: 0.9 }}
style={{
marginBottom: 10,
fontSize: 16,
color: "#ddd",
}}
>
Select ship & orientation
</motion.div>
{/* SHIP BUTTONS */}
<div
style={{
display: "flex",
justifyContent: "center",
gap: "10px",
flexWrap: "wrap",
marginBottom: 14,
}}
>
{remainingShips.map((ship) => {
const active = ship === selectedShip;
return (
<motion.button
key={ship}
onClick={() => onSelectShip(ship)}
whileHover={{ scale: 1.05 }}
whileTap={{ scale: 0.92 }}
style={{
padding: "8px 14px",
borderRadius: 8,
background: active ? "#f1c40f" : "#333",
color: active ? "#000" : "#fff",
border: "2px solid #444",
cursor: "pointer",
fontSize: 14,
}}
>
{ship.toUpperCase()}
</motion.button>
);
})}
</div>
{/* ORIENTATION BUTTON */}
<motion.button
whileHover={{ scale: 1.05 }}
whileTap={{ scale: 0.92 }}
onClick={onToggleOrientation}
style={{
padding: "8px 14px",
borderRadius: 8,
background: "#222",
color: "white",
border: "2px solid #444",
cursor: "pointer",
fontSize: 14,
}}
>
Orientation: <strong>{orientation === "h" ? "Horizontal" : "Vertical"}</strong>
</motion.button>
</div>
);
}

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@@ -0,0 +1,24 @@
import React from "react";
import { motion } from "framer-motion";
interface StatusBarProps {
text: string;
}
export default function StatusBar({ text }: StatusBarProps) {
return (
<motion.div
key={text}
initial={{ opacity: 0, y: -6 }}
animate={{ opacity: 1, y: 0 }}
transition={{ duration: 0.25 }}
style={{
marginBottom: 8,
fontSize: "18px",
textAlign: "center",
}}
>
{text}
</motion.div>
);
}

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@@ -0,0 +1,169 @@
import React from "react";
import { motion } from "framer-motion";
interface BattleProps {
myIndex: number;
boards: Record<string, { grid: string[][] }>;
turn: number;
winner: string | null;
gameOver: boolean | null;
players: any[];
myUserId: string | null;
onShoot: (row: number, col: number) => void;
}
export default function BattlePhase({
myIndex,
boards,
turn,
winner,
gameOver,
players,
myUserId,
onShoot,
}: BattleProps) {
if (myIndex < 0) return <div>Spectating...</div>;
const myShots = boards[`p${myIndex}_shots`]?.grid;
const myShips = boards[`p${myIndex}_ships`]?.grid;
const isMyTurn = turn === myIndex;
const gameReady = players.length === 2;
if (!myShots || !myShips) return <div>Loading...</div>;
const renderShotCell = (cell: string, r: number, c: number) => {
const disabled =
!isMyTurn ||
gameOver ||
cell === "H" ||
cell === "M"; // can't shoot same cell
const bg =
cell === "H"
? "#e74c3c" // red = hit
: cell === "M"
? "#34495e" // blue/gray = miss
: "#1c1c1c"; // untouched
return (
<motion.div
key={`shot-${r}-${c}`}
onClick={() => !disabled && onShoot(r, c)}
whileHover={!disabled ? { scale: 1.06 } : {}}
whileTap={!disabled ? { scale: 0.85 } : {}}
style={{
width: 38,
height: 38,
border: "1px solid #333",
background: bg,
cursor: disabled ? "not-allowed" : "pointer",
}}
/>
);
};
const renderShipCell = (cell: string, r: number, c: number) => {
const bg =
cell === "S"
? "#2980b9" // ship
: cell === "X"
? "#c0392b" // destroyed
: "#111"; // water
return (
<motion.div
key={`ship-${r}-${c}`}
style={{
width: 38,
height: 38,
border: "1px solid #222",
background: bg,
}}
/>
);
};
return (
<motion.div
initial={{ opacity: 0, y: 6 }}
animate={{ opacity: 1, y: 0 }}
transition={{ duration: 0.25 }}
style={{ textAlign: "center" }}
>
<h2 style={{ marginBottom: 10 }}>
{gameOver
? winner === myUserId
? "🎉 Victory! 🎉"
: "💥 Defeat 💥"
: isMyTurn
? "Your Turn — Fire!"
: "Opponent's Turn"}
</h2>
{/* -------------------------
TOP SECTION — YOUR SHOTS
-------------------------- */}
<div style={{ marginBottom: 12, opacity: 0.85 }}>
<strong>Your Shots</strong>
</div>
<motion.div
style={{
display: "grid",
gridTemplateColumns: `repeat(${myShots[0].length}, 38px)`,
gap: 4,
justifyContent: "center",
}}
>
{myShots.map((row, r) =>
row.map((cell, c) => renderShotCell(cell, r, c))
)}
</motion.div>
{/* -------------------------
BOTTOM SECTION — YOUR FLEET
-------------------------- */}
<div style={{ marginTop: 28, marginBottom: 12, opacity: 0.85 }}>
<strong>Your Fleet Status</strong>
</div>
<motion.div
style={{
display: "grid",
gridTemplateColumns: `repeat(${myShips[0].length}, 38px)`,
gap: 4,
justifyContent: "center",
}}
>
{myShips.map((row, r) =>
row.map((cell, c) => renderShipCell(cell, r, c))
)}
</motion.div>
{winner && (
<motion.div
initial={{ opacity: 0 }}
animate={{
opacity: 1,
scale: [1, 1.06, 1],
}}
transition={{
repeat: Infinity,
duration: 1.4,
ease: "easeInOut",
}}
style={{
color: "#f1c40f",
fontSize: "20px",
marginTop: "18px",
fontWeight: 700,
}}
>
{winner === players[myIndex].user_id
? "🎉 You Win! 🎉"
: "💥 You Lost 💥"}
</motion.div>
)}
</motion.div>
);
}

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@@ -0,0 +1,100 @@
import React from "react";
import { motion, AnimatePresence } from "framer-motion";
interface BattleStatusProps {
phase: string;
myIndex: number;
turn: number;
players: any[];
lastHit: boolean | null;
winner: string | null;
gameOver: boolean | null;
}
export default function BattleStatus({
phase,
myIndex,
turn,
players,
lastHit,
winner,
gameOver,
}: BattleStatusProps) {
const isMyTurn = turn === myIndex;
// -----------------------------
// STATUS TEXT
// -----------------------------
let statusText = "";
if (gameOver) {
statusText =
winner === players[myIndex]?.user_id ? "🎉 Victory!" : "💥 Defeat";
} else if (phase === "placement") {
statusText = "Place Your Fleet";
} else {
statusText = isMyTurn ? "Your Turn — FIRE!" : "Opponents Turn";
}
// -----------------------------
// Last hit/miss indicator
// -----------------------------
let hitText = null;
if (lastHit === true) hitText = "🔥 HIT!";
else if (lastHit === false) hitText = "💦 MISS";
return (
<motion.div
initial={{ opacity: 0, y: 6 }}
animate={{ opacity: 1, y: 0 }}
transition={{ duration: 0.3 }}
style={{
textAlign: "center",
marginBottom: 14,
color: "#eee",
fontFamily: "sans-serif",
}}
>
{/* MAIN STATUS */}
<motion.div
key={statusText}
initial={{ opacity: 0, y: -4 }}
animate={{ opacity: 1, y: 0 }}
transition={{ duration: 0.25 }}
style={{
fontSize: 20,
fontWeight: 700,
marginBottom: 4,
}}
>
{statusText}
</motion.div>
{/* HIT / MISS FEEDBACK */}
<AnimatePresence mode="wait">
{hitText && !gameOver && (
<motion.div
key={hitText}
initial={{ opacity: 0, scale: 0.7 }}
animate={{ opacity: 1, scale: 1 }}
exit={{ opacity: 0, scale: 0.7 }}
transition={{ duration: 0.25 }}
style={{
color: lastHit ? "#e74c3c" : "#3498db",
fontSize: 18,
fontWeight: 600,
marginTop: 4,
}}
>
{hitText}
</motion.div>
)}
</AnimatePresence>
{/* PHASE */}
<div style={{ marginTop: 6, opacity: 0.55, fontSize: 14 }}>
Phase: <strong>{phase}</strong>
</div>
</motion.div>
);
}

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@@ -0,0 +1,145 @@
import React, { useState } from "react";
import { motion } from "framer-motion";
const fleet = [
{ name: "carrier", size: 5 },
{ name: "battleship", size: 4 },
{ name: "cruiser", size: 3 },
{ name: "submarine", size: 3 },
{ name: "destroyer", size: 2 },
];
interface PlacementProps {
myIndex: number;
boards: Record<string, { grid: string[][] }>;
metadata: Record<string, any>;
onPlace: (ship: string, row: number, col: number, dir: string) => void;
players: any[];
}
export default function PlacementPhase({
myIndex,
boards,
metadata,
onPlace,
}: PlacementProps) {
const shipBoard = boards[`p${myIndex}_ships`]?.grid;
const placedCount = metadata[`p${myIndex}_placed`] ?? 0;
const [selectedShip, setSelectedShip] = useState<string | null>(null);
const [orientation, setOrientation] = useState<"h" | "v">("h");
const [hoverPos, setHoverPos] = useState<[number, number] | null>(null);
if (!shipBoard) return <div>Loading...</div>;
const remainingShips = fleet.slice(placedCount);
const current = remainingShips[0];
const shipName = current?.name ?? null;
const shipSize = current?.size ?? 0;
const canPlace = (r: number, c: number) => {
if (!shipName) return false;
// bounds
if (orientation === "h") {
if (c + shipSize > shipBoard[0].length) return false;
for (let i = 0; i < shipSize; i++) {
if (shipBoard[r][c + i] !== "") return false;
}
} else {
if (r + shipSize > shipBoard.length) return false;
for (let i = 0; i < shipSize; i++) {
if (shipBoard[r + i][c] !== "") return false;
}
}
return true;
};
const renderCell = (cell: string, r: number, c: number) => {
const hovered = hoverPos?.[0] === r && hoverPos?.[1] === c;
const placing = hovered && shipName;
let previewColor = "transparent";
if (placing) {
const valid = canPlace(r, c);
previewColor = valid ? "rgba(46, 204, 113, 0.4)" : "rgba(231, 76, 60, 0.4)";
}
return (
<motion.div
key={`${r}-${c}`}
onMouseEnter={() => setHoverPos([r, c])}
onMouseLeave={() => setHoverPos(null)}
onClick={() => {
if (shipName && canPlace(r, c)) {
onPlace(shipName, r, c, orientation);
}
}}
whileHover={{ scale: 1.03 }}
style={{
width: 40,
height: 40,
border: "1px solid #333",
background: cell === "S" ? "#2980b9" : previewColor,
cursor: shipName ? "pointer" : "default",
}}
/>
);
};
return (
<motion.div
initial={{ opacity: 0, y: 6 }}
animate={{ opacity: 1, y: 0 }}
transition={{ duration: 0.3 }}
style={{ textAlign: "center" }}
>
<h2 style={{ marginBottom: 10 }}>Place Your Fleet</h2>
{shipName ? (
<div style={{ marginBottom: 12 }}>
<strong>Placing:</strong> {shipName} ({shipSize})
</div>
) : (
<div style={{ marginBottom: 12, color: "#2ecc71" }}>
All ships placed waiting for opponent...
</div>
)}
{shipName && (
<div style={{ marginBottom: 12 }}>
<button
onClick={() => setOrientation(orientation === "h" ? "v" : "h")}
style={{
padding: "8px 14px",
background: "#111",
border: "1px solid #666",
borderRadius: 6,
color: "white",
}}
>
Orientation: {orientation === "h" ? "Horizontal" : "Vertical"}
</button>
</div>
)}
{/* BOARD GRID */}
<motion.div
layout
style={{
display: "grid",
gridTemplateColumns: `repeat(${shipBoard[0].length}, 40px)`,
gap: 4,
justifyContent: "center",
marginTop: 20,
}}
>
{shipBoard.map((row, r) =>
row.map((cell, c) => renderCell(cell, r, c))
)}
</motion.div>
</motion.div>
);
}

View File

@@ -0,0 +1,127 @@
import React, { useState } from "react";
import { motion } from "framer-motion";
interface ShipGridProps {
shipBoard: string[][]; // current placed ships
shipName: string | null; // current ship being placed
shipSize: number | null;
onPlace: (ship: string, row: number, col: number, dir: "h" | "v") => void;
}
export default function PlacementGrid({
shipBoard,
shipName,
shipSize,
onPlace,
}: ShipGridProps) {
const [dir, setDir] = useState<"h" | "v">("h");
const [hoverR, setHoverR] = useState<number | null>(null);
const [hoverC, setHoverC] = useState<number | null>(null);
const rows = shipBoard.length;
const cols = shipBoard[0].length;
function isPreviewCell(r: number, c: number): boolean {
if (hoverR === null || hoverC === null || !shipSize) return false;
if (dir === "h") {
return r === hoverR && c >= hoverC && c < hoverC + shipSize;
} else {
return c === hoverC && r >= hoverR && r < hoverR + shipSize;
}
}
function isPreviewValid(): boolean {
if (hoverR === null || hoverC === null || !shipSize) return false;
if (dir === "h") {
if (hoverC + shipSize > cols) return false;
for (let i = 0; i < shipSize; i++) {
if (shipBoard[hoverR][hoverC + i] !== "") return false;
}
} else {
if (hoverR + shipSize > rows) return false;
for (let i = 0; i < shipSize; i++) {
if (shipBoard[hoverR + i][hoverC] !== "") return false;
}
}
return true;
}
function handleClick() {
if (shipName && shipSize && hoverR !== null && hoverC !== null) {
if (isPreviewValid()) {
onPlace(shipName, hoverR, hoverC, dir);
}
}
}
return (
<div style={{ textAlign: "center" }}>
{/* Ship rotation button */}
<button
onClick={() => setDir(dir === "h" ? "v" : "h")}
style={{
padding: "6px 12px",
marginBottom: "10px",
background: "#333",
color: "white",
borderRadius: 6,
cursor: "pointer",
}}
>
Rotate Ship ({dir.toUpperCase()})
</button>
{/* GRID */}
<motion.div
layout
style={{
display: "grid",
gridTemplateColumns: `repeat(${cols}, 36px)`,
gap: "4px",
justifyContent: "center",
}}
onClick={handleClick}
>
{shipBoard.map((row, r) =>
row.map((cell, c) => {
const preview = isPreviewCell(r, c);
const valid = isPreviewValid();
let bg = "#0a0a0a";
if (cell === "S") {
bg = "#3498db"; // placed ship
} else if (preview) {
bg = valid ? "rgba(46, 204, 113, 0.6)" : "rgba(231, 76, 60, 0.6)";
}
return (
<motion.div
key={`${r}-${c}`}
whileHover={{ scale: 1.05 }}
onMouseEnter={() => {
setHoverR(r);
setHoverC(c);
}}
onMouseLeave={() => {
setHoverR(null);
setHoverC(null);
}}
style={{
width: 36,
height: 36,
border: "1px solid #333",
background: bg,
borderRadius: 4,
}}
/>
);
})
)}
</motion.div>
</div>
);
}

View File

@@ -1,17 +1,11 @@
import React, { useEffect, useState } from "react";
import { motion, AnimatePresence } from "framer-motion";
import { useNakama } from "./providers/NakamaProvider";
import getHaiku from "./utils/haikus";
export interface PlayerModel {
user_id: string;
username: string;
index: number;
metadata: Record<string, string>; // e.g. { symbol: "X" }
}
import { useNakama } from "../../providers/NakamaProvider";
import getHaiku from "../../utils/haikus";
import { PlayerModel } from "../../models/player";
interface BoardProps {
board: string[][];
boards: Record<string, { grid: string[][] }>;
turn: number;
winner: string | null;
gameOver: boolean | null;
@@ -20,8 +14,8 @@ interface BoardProps {
onCellClick: (row: number, col: number) => void;
}
export default function Board({
board,
export default function TicTacToeBoard({
boards,
turn,
winner,
gameOver,
@@ -68,6 +62,7 @@ export default function Board({
const nextLineIn = 3600;
const allLinesStay = 2400;
const allLinesFade = 1200;
const board = boards['tictactoe']?.grid ?? null;
useEffect(() => {
const totalTime = haiku.length * nextLineIn + allLinesStay + allLinesFade;
@@ -113,7 +108,9 @@ export default function Board({
{/* -------------------------
BOARD
-------------------------- */}
<motion.div
{!board && <div style={{ textAlign: "center", marginTop: "14px" }}>Loading...</div>}
{board && <motion.div
layout
style={{
display: "grid",
@@ -186,7 +183,7 @@ export default function Board({
);
})
)}
</motion.div>
</motion.div>}
{!winner && (
<div

View File

@@ -4,9 +4,9 @@ import {
ApiLeaderboardRecordList,
// @ts-ignore
} from "@heroiclabs/nakama-js/dist/api.gen"
import { useNakama } from "./providers/NakamaProvider";
import { useNakama } from "../../providers/NakamaProvider";
export default function Leaderboard({
export default function TicTacToeLeaderboard({
intervalMs = 10000,
}: {
intervalMs?: number;

View File

@@ -1,14 +1,14 @@
import * as React from 'react';
import { createRoot } from 'react-dom/client';
import TicTacToe from './tictactoe/TicTacToe';
import { NakamaProvider } from './tictactoe/providers/NakamaProvider';
import "./tictactoe/styles.css";
import App from './App';
import { NakamaProvider } from './providers/NakamaProvider';
import "./styles.css";
const rootElement = document.getElementById('root');
const root = createRoot(rootElement);
root.render(
<NakamaProvider>
<TicTacToe />
<App />
</NakamaProvider>,
);

6
src/models/player.ts Normal file
View File

@@ -0,0 +1,6 @@
export interface PlayerModel {
user_id: string;
username: string;
index: number;
metadata: Record<string, string>; // e.g. { symbol: "X" }
}

View File

@@ -39,6 +39,7 @@ export interface NakamaContextType {
loginOrRegister(username: string): Promise<void>;
logout(): Promise<void>;
joinMatchmaker(gameMetadata: GameMetadata): Promise<string>;
exitMatchmaker(gameMetadata: GameMetadata): Promise<void>;
joinMatch(matchId: string): Promise<void>;
sendMatchData(matchId: string, op: number, data: object): void;
@@ -70,6 +71,7 @@ export function NakamaProvider({ children }: { children: React.ReactNode }) {
const gameMetadataRef = React.useRef<GameMetadata | null>(null);
const [session, setSession] = useState<Session | null>(null);
const [socket, setSocket] = useState<Socket | null>(null);
const [matchmakerTicket, setMatchmakerTicket] = useState<string | null>(null);
const [matchId, setMatchId] = useState<string | null>(null);
const socketRef = React.useRef<Socket | null>(null);
@@ -212,10 +214,22 @@ export function NakamaProvider({ children }: { children: React.ReactNode }) {
);
gameMetadataRef.current = { game, mode };
setMatchmakerTicket(ticket.ticket);
return ticket.ticket;
}
async function exitMatchmaker(gameMetadata: GameMetadata) {
const socket = socketRef.current;
const game = gameMetadata.game;
const mode = gameMetadata.mode;
if (!socket) throw new Error("socket missing");
console.log(`[Nakama] Exiting Matchmaking... game="${game}" mode="${mode}"`);
if (matchmakerTicket) await socket.removeMatchmaker(matchmakerTicket);
setMatchmakerTicket(null);
}
// ----------------------------------------------------
// EXPLICIT MATCH JOIN
// ----------------------------------------------------
@@ -284,6 +298,7 @@ export function NakamaProvider({ children }: { children: React.ReactNode }) {
loginOrRegister,
logout,
joinMatchmaker,
exitMatchmaker,
joinMatch,
sendMatchData,
onMatchData,

View File

@@ -1,55 +0,0 @@
import { Match } from "@heroiclabs/nakama-js";
interface MatchListProps {
matches: Match[];
}
export default function MatchList({ matches }: MatchListProps) {
if (!matches.length) return <p>No open matches</p>;
return (
<div style={{ marginTop: "20px" }}>
<h3>Open Matches</h3>
<table
style={{
width: "100%",
borderCollapse: "collapse",
marginTop: "10px",
}}
>
<thead>
<tr>
<th style={th}>Sr No.</th>
<th style={th}>Match ID</th>
<th style={th}>Label</th>
</tr>
</thead>
<tbody>
{matches
.filter(m => m.size ?? 0 > 0)
.map((m, index) => (
<tr key={m.match_id}>
<td style={td}>{index + 1}</td>
<td style={td}>{m.match_id}</td>
<td style={td}>{m.label ?? "-"}</td>
</tr>
))}
</tbody>
</table>
</div>
);
}
const th: React.CSSProperties = {
textAlign: "left",
padding: "8px",
background: "#f2f2f2",
borderBottom: "1px solid #ccc",
};
const td: React.CSSProperties = {
padding: "8px",
borderBottom: "1px solid #eee",
};

View File

@@ -1,12 +0,0 @@
interface SquareProps {
value: string;
onClick: () => void;
}
export default function Square({ value, onClick } : SquareProps) {
return (
<button className="square" onClick={onClick}>
{value}
</button>
);
}