feat(game): play confetti for finished games

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lobo committed 2026-09-28 13:36:36 +02:00
1 parent 09e1f767d8
commit a5458b3f86
9 files changed
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@@ -7,6 +7,7 @@ import {Button} from '@/components/ui/button';
import {Card} from '@/components/ui/card';
import useSessionExpired from '../hooks/useSessionExpired.js';
import {saveGameStatus} from '../utils/backlog.js';
import {allAchievementsUnlocked} from '../utils/confetti.js';
/**
* Shown for a game with every achievement unlocked that is not marked as 100 % yet.
@@ -18,9 +19,7 @@ export default function CompletedHint({game, onChanged}) {
const expireSession = useSessionExpired();
const [busy, setBusy] = useState(false);
const allUnlocked = game.hasAchievements && game.statsVisible && game.achievementsTotal > 0
&& game.achievementsUnlocked >= game.achievementsTotal;
if (!allUnlocked || game.status === 'COMPLETED') return null;
if (!allAchievementsUnlocked(game) || game.status === 'COMPLETED') return null;
const setCompleted = async () => {
setBusy(true);
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@@ -0,0 +1,97 @@
import {useEffect, useRef, useState} from 'react';
import {LOGO_COLORS} from './Logo.jsx';
const DURATION_MS = 2800;
const PIECES = {small: 70, big: 240};
const GRAVITY = 0.12;
// The speeds are per frame at 60 Hz; a faster screen moves the same distance in the same time.
const FRAME_MS = 1000 / 60;
const reducedMotion = () => window.matchMedia?.('(prefers-reduced-motion: reduce)').matches ?? false;
// The logo colors of the chosen accent and the accent itself.
function colors() {
const style = getComputedStyle(document.documentElement);
const logo = LOGO_COLORS.map(([name, hex]) => style.getPropertyValue(name).trim() || hex);
const accent = style.getPropertyValue('--primary').trim();
return accent ? [...logo, accent] : logo;
}
// Small: one burst from the top center. Big: two cannons from the lower corners.
function pieces(size, width, height) {
const palette = colors();
const big = size === 'big';
return Array.from({length: PIECES[size]}, (_, i) => {
const left = i % 2 === 0;
const angle = big ? (left ? -Math.PI / 3 : -2 * Math.PI / 3) + (Math.random() - 0.5) * 0.6
: Math.PI / 2 + (Math.random() - 0.5) * 2.4;
const speed = big ? 9 + Math.random() * 9 : 2 + Math.random() * 5;
return {
x: big ? (left ? 0 : width) : width / 2,
y: big ? height : height * 0.1,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
spin: Math.random() * Math.PI,
spinSpeed: (Math.random() - 0.5) * 0.3,
w: 6 + Math.random() * 6,
h: 3 + Math.random() * 4,
color: palette[i % palette.length],
};
});
}
/**
* Confetti over the whole page for about 3 s after mount, then onDone. Remount (a new key) to play again.
*
* @param size 'small' or 'big'
*/
export default function Confetti({size, onDone}) {
const canvasRef = useRef(null);
const [reduce] = useState(reducedMotion);
useEffect(() => {
const canvas = canvasRef.current;
const context = canvas?.getContext('2d');
if (!context) return undefined;
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
const all = pieces(size, canvas.width, canvas.height);
const start = performance.now();
let last = start;
let frame;
const draw = (now) => {
const elapsed = now - start;
const steps = (now - last) / FRAME_MS;
last = now;
context.setTransform(1, 0, 0, 1, 0, 0);
context.clearRect(0, 0, canvas.width, canvas.height);
if (elapsed >= DURATION_MS) {
onDone?.();
return;
}
context.globalAlpha = 1 - elapsed / DURATION_MS;
for (const piece of all) {
piece.vy += GRAVITY * steps;
piece.vx *= 0.99 ** steps;
piece.x += piece.vx * steps;
piece.y += piece.vy * steps;
piece.spin += piece.spinSpeed * steps;
if (piece.y > canvas.height + 20) continue;
const cos = Math.cos(piece.spin);
const sin = Math.sin(piece.spin);
context.setTransform(cos, sin, -sin, cos, piece.x, piece.y);
context.fillStyle = piece.color;
context.fillRect(-piece.w / 2, -piece.h / 2, piece.w, piece.h * Math.abs(cos));
}
frame = requestAnimationFrame(draw);
};
frame = requestAnimationFrame(draw);
return () => cancelAnimationFrame(frame);
// Not on onDone: a new function from a re-render must not restart the animation.
}, [size]);
if (reduce) return null;
return <canvas ref={canvasRef} aria-hidden="true" data-size={size}
className="pointer-events-none fixed inset-0 z-50 size-full"/>;
}
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@@ -0,0 +1,37 @@
// @vitest-environment jsdom
import {afterEach, beforeEach, describe, expect, it, vi} from 'vitest';
import {cleanup, render} from '@testing-library/react';
import Confetti from './Confetti.jsx';
// jsdom has no canvas drawing.
beforeEach(() => {
vi.spyOn(HTMLCanvasElement.prototype, 'getContext').mockReturnValue(null);
});
afterEach(() => {
cleanup();
vi.unstubAllGlobals();
vi.restoreAllMocks();
});
const reducedMotion = (reduce) => vi.stubGlobal('matchMedia', (query) => ({
matches: reduce && query.includes('prefers-reduced-motion'),
}));
describe('Confetti', () => {
it('draws on a canvas hidden from screen readers', () => {
reducedMotion(false);
const {container} = render(<Confetti size="big"/>);
const canvas = container.querySelector('canvas');
expect(canvas.getAttribute('aria-hidden')).toBe('true');
expect(canvas.dataset.size).toBe('big');
});
it('draws nothing when the user asked for reduced motion', () => {
reducedMotion(true);
const {container} = render(<Confetti size="small"/>);
expect(container.querySelector('canvas')).toBeNull();
});
});
+8 -5
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@@ -2,11 +2,14 @@ import {useId} from 'react';
import {BODY, CHECKLIST, DPAD, OUTLINE, PROGRESS_BAR} from './logoPaths.js';
// Each color is [themed CSS, fixed hex]. The hex is the logo as designed; it also stands in where a browser
// cannot read color-mix, which would otherwise make that stop black.
const violet = ['var(--logo-violet, #7467f9)', '#7467f9'];
const blue = ['var(--logo-blue, #0192ef)', '#0192ef'];
const teal = ['var(--logo-teal, #17c7a4)', '#17c7a4'];
/**
* The three logo colors as [CSS variable, hex as designed]; style.css sets the variables per accent.
*/
export const LOGO_COLORS = [['--logo-violet', '#7467f9'], ['--logo-blue', '#0192ef'], ['--logo-teal', '#17c7a4']];
// Each color is [themed CSS, fixed hex]. The hex also stands in where a browser cannot read color-mix, which
// would otherwise make that stop black.
const [violet, blue, teal] = LOGO_COLORS.map(([name, hex]) => [`var(${name}, ${hex})`, hex]);
const mix = ([a], [b], percentOfB, hex) => [`color-mix(in oklch, ${a}, ${b} ${percentOfB}%)`, hex];
function Gradient({id, from, to, stops}) {
+14 -1
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@@ -1,4 +1,4 @@
import {useEffect, useMemo, useState} from 'react';
import {useEffect, useMemo, useRef, useState} from 'react';
import {Link, useNavigate, useParams} from 'react-router-dom';
import {useTranslation} from 'react-i18next';
import {ArrowLeft, Clock, ExternalLink, Eye, EyeOff, Gamepad2, Image as ImageIcon, ImageOff, Merge, PanelTop, PencilLine, RotateCcw, ShieldOff, Timer, Trophy} from 'lucide-react';
@@ -10,6 +10,7 @@ import {Card} from '@/components/ui/card';
import {Skeleton} from '@/components/ui/skeleton';
import {cn} from '@/lib/utils';
import BacklogCard from '../components/BacklogCard.jsx';
import Confetti from '../components/Confetti.jsx';
import GameCover from '../components/GameCover.jsx';
import GameStatusBadge from '../components/GameStatusBadge.jsx';
import ManualGameCard from '../components/ManualGameCard.jsx';
@@ -28,6 +29,7 @@ import PageContainer from '../components/PageContainer.jsx';
import {apiFetch} from '../utils/api.js';
import {ACHIEVEMENT_ICONS, reportBrokenImage} from '../utils/brokenImages.js';
import {canCorrect} from '../utils/corrections.js';
import {celebrationFor, celebrationLevel} from '../utils/confetti.js';
import {setGameHidden} from '../utils/hiddenGames.js';
import {hasSession} from '../utils/auth.js';
import {isSteamKey} from '../utils/manualGames.js';
@@ -71,6 +73,16 @@ export default function GameDetail() {
const [merging, setMerging] = useState(false);
const [reloads, setReloads] = useState(0);
const auditor = canCorrect(useCurrentUser(true));
const [celebration, setCelebration] = useState(null);
const shownLevel = useRef(null);
// Every status change on this page (backlog card, hints) goes through setData.
useEffect(() => {
if (!data) return;
const size = celebrationFor(shownLevel.current, data);
if (size) setCelebration({size, id: Date.now()});
shownLevel.current = {appid: data.appid, level: celebrationLevel(data)};
}, [data]);
useEffect(() => {
let cancelled = false;
@@ -357,6 +369,7 @@ export default function GameDetail() {
)}
</>
)}
{celebration && <Confetti key={celebration.id} size={celebration.size} onDone={() => setCelebration(null)}/>}
{/* Outside the content: the reload after a save must not close it. */}
{data && auditor && (
<GameCorrectionDialog game={data} open={correcting} onOpenChange={setCorrecting}
+32
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@@ -282,3 +282,35 @@ describe('GameDetail of a game added by hand', () => {
});
});
});
describe('GameDetail confetti', () => {
// jsdom has no canvas drawing.
beforeEach(() => {
vi.spyOn(HTMLCanvasElement.prototype, 'getContext').mockReturnValue(null);
});
afterEach(() => {
vi.restoreAllMocks();
});
const opened = async (entry) => {
globalThis.fetch = vi.fn(async () => ({ok: true, status: 200, json: async () => ({...game, ...entry})}));
const {container} = renderDetail();
await screen.findByText('Half-Life 2');
return container.querySelector('canvas[data-size]');
};
it('plays a small one for a finished game', async () => {
expect((await opened({status: 'FINISHED'})).dataset.size).toBe('small');
});
it('plays a big one when every achievement is unlocked too', async () => {
const canvas = await opened({status: 'COMPLETED', hasAchievements: true, statsVisible: true,
achievementsTotal: 3, achievementsUnlocked: 3});
expect(canvas.dataset.size).toBe('big');
});
it('plays nothing for a game not finished', async () => {
expect(await opened({status: 'PLAYING'})).toBeNull();
});
});
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@@ -0,0 +1,29 @@
const FINISHED = ['FINISHED', 'COMPLETED'];
/**
* Every achievement unlocked. Only while the stats are visible: Core can still send the old unlock count after they turn private.
*/
export const allAchievementsUnlocked = (game) => game.hasAchievements && game.statsVisible
&& game.achievementsTotal > 0 && game.achievementsUnlocked >= game.achievementsTotal;
/**
* 0: not finished, 1: finished, 2: finished and every achievement unlocked.
*/
export const celebrationLevel = (game) => {
if (!FINISHED.includes(game.status)) return 0;
return allAchievementsUnlocked(game) ? 2 : 1;
};
/**
* The confetti to play when the page shows this game: on opening a finished game, and when the level rises on the
* same page (e.g. the user sets FINISHED). A reload of the same game plays nothing.
*
* @param before {appid, level} of the game shown before, null on opening the page
* @returns 'small', 'big' or null
*/
export const celebrationFor = (before, game) => {
const level = celebrationLevel(game);
const from = before?.appid === game.appid ? before.level : 0;
if (level <= from) return null;
return level === 2 ? 'big' : 'small';
};
+38
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@@ -0,0 +1,38 @@
import {describe, expect, it} from 'vitest';
import {celebrationFor, celebrationLevel} from './confetti.js';
const game = (status, unlocked = 0, total = 0, appid = 620) =>
({appid, status, hasAchievements: total > 0, statsVisible: true, achievementsUnlocked: unlocked, achievementsTotal: total});
describe('celebrationLevel', () => {
it('is 0 for a game not finished, 1 for finished, 2 for finished with every achievement', () => {
expect(celebrationLevel(game('PLAYING', 4, 4))).toBe(0);
expect(celebrationLevel(game('FINISHED'))).toBe(1);
expect(celebrationLevel(game('COMPLETED', 3, 4))).toBe(1);
expect(celebrationLevel(game('FINISHED', 4, 4))).toBe(2);
expect(celebrationLevel(game('COMPLETED', 4, 4))).toBe(2);
});
it('counts no achievements while the stats are hidden', () => {
expect(celebrationLevel({...game('FINISHED', 4, 4), statsVisible: false})).toBe(1);
});
});
describe('celebrationFor', () => {
it('plays on opening a finished game', () => {
expect(celebrationFor(null, game('FINISHED'))).toBe('small');
expect(celebrationFor(null, game('COMPLETED', 4, 4))).toBe('big');
expect(celebrationFor(null, game('BACKLOG'))).toBeNull();
});
it('plays when the status rises on the same page, not when the game loads again', () => {
expect(celebrationFor({appid: 620, level: 0}, game('FINISHED'))).toBe('small');
expect(celebrationFor({appid: 620, level: 1}, game('FINISHED', 4, 4))).toBe('big');
expect(celebrationFor({appid: 620, level: 1}, game('FINISHED'))).toBeNull();
expect(celebrationFor({appid: 620, level: 2}, game('PLAYING'))).toBeNull();
});
it('plays for another game opened from the page', () => {
expect(celebrationFor({appid: 620, level: 1}, game('FINISHED', 0, 0, 220))).toBe('small');
});
});