Public Access
feat(game): play confetti for finished games
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@@ -37,6 +37,9 @@ To Be Played is split into three repositories:
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a link to the game's speedrun.com page when it has verified runs, a hint when Steam shows recent playtime for a
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game still in the backlog, and one to set the status to 100 % when
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every achievement is unlocked.
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- **Confetti**: opening a finished game plays a small confetti burst, a finished game with every achievement a big
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one; setting the status to finished plays it at once. Logo and accent colors, a canvas of our own (no library),
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nothing with "reduce motion".
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- **Finished?**: Core marks a game as finished by itself when the ending achievement is unlocked and the status was
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never set by hand. Otherwise the game page asks: "You unlocked the ending, finished?" or "You played longer than
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most players need, finished?", with "Mark as finished" and "Not yet".
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@@ -7,6 +7,7 @@ import {Button} from '@/components/ui/button';
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import {Card} from '@/components/ui/card';
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import useSessionExpired from '../hooks/useSessionExpired.js';
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import {saveGameStatus} from '../utils/backlog.js';
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import {allAchievementsUnlocked} from '../utils/confetti.js';
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/**
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* Shown for a game with every achievement unlocked that is not marked as 100 % yet.
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@@ -18,9 +19,7 @@ export default function CompletedHint({game, onChanged}) {
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const expireSession = useSessionExpired();
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const [busy, setBusy] = useState(false);
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const allUnlocked = game.hasAchievements && game.statsVisible && game.achievementsTotal > 0
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&& game.achievementsUnlocked >= game.achievementsTotal;
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if (!allUnlocked || game.status === 'COMPLETED') return null;
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if (!allAchievementsUnlocked(game) || game.status === 'COMPLETED') return null;
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const setCompleted = async () => {
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setBusy(true);
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@@ -0,0 +1,97 @@
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import {useEffect, useRef, useState} from 'react';
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import {LOGO_COLORS} from './Logo.jsx';
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const DURATION_MS = 2800;
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const PIECES = {small: 70, big: 240};
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const GRAVITY = 0.12;
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// The speeds are per frame at 60 Hz; a faster screen moves the same distance in the same time.
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const FRAME_MS = 1000 / 60;
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const reducedMotion = () => window.matchMedia?.('(prefers-reduced-motion: reduce)').matches ?? false;
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// The logo colors of the chosen accent and the accent itself.
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function colors() {
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const style = getComputedStyle(document.documentElement);
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const logo = LOGO_COLORS.map(([name, hex]) => style.getPropertyValue(name).trim() || hex);
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const accent = style.getPropertyValue('--primary').trim();
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return accent ? [...logo, accent] : logo;
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}
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// Small: one burst from the top center. Big: two cannons from the lower corners.
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function pieces(size, width, height) {
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const palette = colors();
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const big = size === 'big';
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return Array.from({length: PIECES[size]}, (_, i) => {
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const left = i % 2 === 0;
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const angle = big ? (left ? -Math.PI / 3 : -2 * Math.PI / 3) + (Math.random() - 0.5) * 0.6
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: Math.PI / 2 + (Math.random() - 0.5) * 2.4;
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const speed = big ? 9 + Math.random() * 9 : 2 + Math.random() * 5;
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return {
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x: big ? (left ? 0 : width) : width / 2,
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y: big ? height : height * 0.1,
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vx: Math.cos(angle) * speed,
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vy: Math.sin(angle) * speed,
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spin: Math.random() * Math.PI,
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spinSpeed: (Math.random() - 0.5) * 0.3,
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w: 6 + Math.random() * 6,
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h: 3 + Math.random() * 4,
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color: palette[i % palette.length],
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};
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});
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}
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/**
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* Confetti over the whole page for about 3 s after mount, then onDone. Remount (a new key) to play again.
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*
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* @param size 'small' or 'big'
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*/
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export default function Confetti({size, onDone}) {
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const canvasRef = useRef(null);
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const [reduce] = useState(reducedMotion);
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useEffect(() => {
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const canvas = canvasRef.current;
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const context = canvas?.getContext('2d');
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if (!context) return undefined;
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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const all = pieces(size, canvas.width, canvas.height);
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const start = performance.now();
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let last = start;
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let frame;
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const draw = (now) => {
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const elapsed = now - start;
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const steps = (now - last) / FRAME_MS;
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last = now;
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context.setTransform(1, 0, 0, 1, 0, 0);
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context.clearRect(0, 0, canvas.width, canvas.height);
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if (elapsed >= DURATION_MS) {
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onDone?.();
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return;
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}
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context.globalAlpha = 1 - elapsed / DURATION_MS;
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for (const piece of all) {
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piece.vy += GRAVITY * steps;
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piece.vx *= 0.99 ** steps;
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piece.x += piece.vx * steps;
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piece.y += piece.vy * steps;
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piece.spin += piece.spinSpeed * steps;
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if (piece.y > canvas.height + 20) continue;
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const cos = Math.cos(piece.spin);
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const sin = Math.sin(piece.spin);
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context.setTransform(cos, sin, -sin, cos, piece.x, piece.y);
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context.fillStyle = piece.color;
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context.fillRect(-piece.w / 2, -piece.h / 2, piece.w, piece.h * Math.abs(cos));
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}
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frame = requestAnimationFrame(draw);
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};
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frame = requestAnimationFrame(draw);
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return () => cancelAnimationFrame(frame);
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// Not on onDone: a new function from a re-render must not restart the animation.
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}, [size]);
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if (reduce) return null;
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return <canvas ref={canvasRef} aria-hidden="true" data-size={size}
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className="pointer-events-none fixed inset-0 z-50 size-full"/>;
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}
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@@ -0,0 +1,37 @@
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// @vitest-environment jsdom
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import {afterEach, beforeEach, describe, expect, it, vi} from 'vitest';
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import {cleanup, render} from '@testing-library/react';
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import Confetti from './Confetti.jsx';
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// jsdom has no canvas drawing.
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beforeEach(() => {
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vi.spyOn(HTMLCanvasElement.prototype, 'getContext').mockReturnValue(null);
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});
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afterEach(() => {
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cleanup();
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vi.unstubAllGlobals();
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vi.restoreAllMocks();
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});
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const reducedMotion = (reduce) => vi.stubGlobal('matchMedia', (query) => ({
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matches: reduce && query.includes('prefers-reduced-motion'),
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}));
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describe('Confetti', () => {
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it('draws on a canvas hidden from screen readers', () => {
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reducedMotion(false);
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const {container} = render(<Confetti size="big"/>);
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const canvas = container.querySelector('canvas');
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expect(canvas.getAttribute('aria-hidden')).toBe('true');
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expect(canvas.dataset.size).toBe('big');
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});
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it('draws nothing when the user asked for reduced motion', () => {
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reducedMotion(true);
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const {container} = render(<Confetti size="small"/>);
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expect(container.querySelector('canvas')).toBeNull();
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});
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});
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@@ -2,11 +2,14 @@ import {useId} from 'react';
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import {BODY, CHECKLIST, DPAD, OUTLINE, PROGRESS_BAR} from './logoPaths.js';
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// Each color is [themed CSS, fixed hex]. The hex is the logo as designed; it also stands in where a browser
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// cannot read color-mix, which would otherwise make that stop black.
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const violet = ['var(--logo-violet, #7467f9)', '#7467f9'];
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const blue = ['var(--logo-blue, #0192ef)', '#0192ef'];
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const teal = ['var(--logo-teal, #17c7a4)', '#17c7a4'];
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/**
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* The three logo colors as [CSS variable, hex as designed]; style.css sets the variables per accent.
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*/
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export const LOGO_COLORS = [['--logo-violet', '#7467f9'], ['--logo-blue', '#0192ef'], ['--logo-teal', '#17c7a4']];
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// Each color is [themed CSS, fixed hex]. The hex also stands in where a browser cannot read color-mix, which
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// would otherwise make that stop black.
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const [violet, blue, teal] = LOGO_COLORS.map(([name, hex]) => [`var(${name}, ${hex})`, hex]);
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const mix = ([a], [b], percentOfB, hex) => [`color-mix(in oklch, ${a}, ${b} ${percentOfB}%)`, hex];
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function Gradient({id, from, to, stops}) {
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@@ -1,4 +1,4 @@
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import {useEffect, useMemo, useState} from 'react';
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import {useEffect, useMemo, useRef, useState} from 'react';
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import {Link, useNavigate, useParams} from 'react-router-dom';
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import {useTranslation} from 'react-i18next';
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import {ArrowLeft, Clock, ExternalLink, Eye, EyeOff, Gamepad2, Image as ImageIcon, ImageOff, Merge, PanelTop, PencilLine, RotateCcw, ShieldOff, Timer, Trophy} from 'lucide-react';
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@@ -10,6 +10,7 @@ import {Card} from '@/components/ui/card';
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import {Skeleton} from '@/components/ui/skeleton';
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import {cn} from '@/lib/utils';
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import BacklogCard from '../components/BacklogCard.jsx';
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import Confetti from '../components/Confetti.jsx';
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import GameCover from '../components/GameCover.jsx';
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import GameStatusBadge from '../components/GameStatusBadge.jsx';
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import ManualGameCard from '../components/ManualGameCard.jsx';
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@@ -28,6 +29,7 @@ import PageContainer from '../components/PageContainer.jsx';
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import {apiFetch} from '../utils/api.js';
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import {ACHIEVEMENT_ICONS, reportBrokenImage} from '../utils/brokenImages.js';
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import {canCorrect} from '../utils/corrections.js';
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import {celebrationFor, celebrationLevel} from '../utils/confetti.js';
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import {setGameHidden} from '../utils/hiddenGames.js';
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import {hasSession} from '../utils/auth.js';
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import {isSteamKey} from '../utils/manualGames.js';
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@@ -71,6 +73,16 @@ export default function GameDetail() {
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const [merging, setMerging] = useState(false);
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const [reloads, setReloads] = useState(0);
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const auditor = canCorrect(useCurrentUser(true));
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const [celebration, setCelebration] = useState(null);
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const shownLevel = useRef(null);
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// Every status change on this page (backlog card, hints) goes through setData.
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useEffect(() => {
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if (!data) return;
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const size = celebrationFor(shownLevel.current, data);
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if (size) setCelebration({size, id: Date.now()});
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shownLevel.current = {appid: data.appid, level: celebrationLevel(data)};
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}, [data]);
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useEffect(() => {
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let cancelled = false;
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@@ -357,6 +369,7 @@ export default function GameDetail() {
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)}
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</>
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)}
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{celebration && <Confetti key={celebration.id} size={celebration.size} onDone={() => setCelebration(null)}/>}
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{/* Outside the content: the reload after a save must not close it. */}
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{data && auditor && (
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<GameCorrectionDialog game={data} open={correcting} onOpenChange={setCorrecting}
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@@ -282,3 +282,35 @@ describe('GameDetail of a game added by hand', () => {
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});
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});
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});
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describe('GameDetail confetti', () => {
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// jsdom has no canvas drawing.
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beforeEach(() => {
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vi.spyOn(HTMLCanvasElement.prototype, 'getContext').mockReturnValue(null);
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});
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afterEach(() => {
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vi.restoreAllMocks();
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});
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const opened = async (entry) => {
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globalThis.fetch = vi.fn(async () => ({ok: true, status: 200, json: async () => ({...game, ...entry})}));
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const {container} = renderDetail();
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await screen.findByText('Half-Life 2');
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return container.querySelector('canvas[data-size]');
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};
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it('plays a small one for a finished game', async () => {
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expect((await opened({status: 'FINISHED'})).dataset.size).toBe('small');
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});
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it('plays a big one when every achievement is unlocked too', async () => {
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const canvas = await opened({status: 'COMPLETED', hasAchievements: true, statsVisible: true,
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achievementsTotal: 3, achievementsUnlocked: 3});
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expect(canvas.dataset.size).toBe('big');
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});
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it('plays nothing for a game not finished', async () => {
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expect(await opened({status: 'PLAYING'})).toBeNull();
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});
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});
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@@ -0,0 +1,29 @@
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const FINISHED = ['FINISHED', 'COMPLETED'];
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/**
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* Every achievement unlocked. Only while the stats are visible: Core can still send the old unlock count after they turn private.
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*/
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export const allAchievementsUnlocked = (game) => game.hasAchievements && game.statsVisible
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&& game.achievementsTotal > 0 && game.achievementsUnlocked >= game.achievementsTotal;
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/**
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* 0: not finished, 1: finished, 2: finished and every achievement unlocked.
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*/
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export const celebrationLevel = (game) => {
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if (!FINISHED.includes(game.status)) return 0;
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return allAchievementsUnlocked(game) ? 2 : 1;
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};
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/**
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* The confetti to play when the page shows this game: on opening a finished game, and when the level rises on the
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* same page (e.g. the user sets FINISHED). A reload of the same game plays nothing.
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*
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* @param before {appid, level} of the game shown before, null on opening the page
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* @returns 'small', 'big' or null
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*/
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export const celebrationFor = (before, game) => {
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const level = celebrationLevel(game);
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const from = before?.appid === game.appid ? before.level : 0;
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if (level <= from) return null;
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return level === 2 ? 'big' : 'small';
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};
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@@ -0,0 +1,38 @@
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import {describe, expect, it} from 'vitest';
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import {celebrationFor, celebrationLevel} from './confetti.js';
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const game = (status, unlocked = 0, total = 0, appid = 620) =>
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({appid, status, hasAchievements: total > 0, statsVisible: true, achievementsUnlocked: unlocked, achievementsTotal: total});
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describe('celebrationLevel', () => {
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it('is 0 for a game not finished, 1 for finished, 2 for finished with every achievement', () => {
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expect(celebrationLevel(game('PLAYING', 4, 4))).toBe(0);
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expect(celebrationLevel(game('FINISHED'))).toBe(1);
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expect(celebrationLevel(game('COMPLETED', 3, 4))).toBe(1);
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expect(celebrationLevel(game('FINISHED', 4, 4))).toBe(2);
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expect(celebrationLevel(game('COMPLETED', 4, 4))).toBe(2);
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});
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it('counts no achievements while the stats are hidden', () => {
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expect(celebrationLevel({...game('FINISHED', 4, 4), statsVisible: false})).toBe(1);
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});
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});
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describe('celebrationFor', () => {
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it('plays on opening a finished game', () => {
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expect(celebrationFor(null, game('FINISHED'))).toBe('small');
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expect(celebrationFor(null, game('COMPLETED', 4, 4))).toBe('big');
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expect(celebrationFor(null, game('BACKLOG'))).toBeNull();
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});
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it('plays when the status rises on the same page, not when the game loads again', () => {
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expect(celebrationFor({appid: 620, level: 0}, game('FINISHED'))).toBe('small');
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expect(celebrationFor({appid: 620, level: 1}, game('FINISHED', 4, 4))).toBe('big');
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expect(celebrationFor({appid: 620, level: 1}, game('FINISHED'))).toBeNull();
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expect(celebrationFor({appid: 620, level: 2}, game('PLAYING'))).toBeNull();
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});
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it('plays for another game opened from the page', () => {
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expect(celebrationFor({appid: 620, level: 1}, game('FINISHED', 0, 0, 220))).toBe('small');
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});
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});
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