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lubiana 2025-07-12 23:04:15 +02:00
parent 9e0b3096ff
commit 5b822faa72
Signed by: lubiana
SSH key fingerprint: SHA256:vW1EA0fRR3Fw+dD/sM0K+x3Il2gSry6YRYHqOeQwrfk
8 changed files with 116 additions and 54 deletions

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@ -1 +0,0 @@
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@ -4,6 +4,7 @@ import TierCard from './components/TierCard';
import HistoryList from './components/HistoryList';
import type { Upgrades } from './components/GubbleStore';
import GubbleStore from './components/GubbleStore';
import GameHeader from './components/GameHeader';
// --- Scratch Card Game Types and State ---
export type Tier = {
@ -29,6 +30,9 @@ const TIERS: Tier[] = [
{ name: 'Emperor', unlockPrice: 10000000000, buyPrice: 8000000000, gubblePointChance: 0.7 },
{ name: 'God', unlockPrice: 100000000000, buyPrice: 80000000000, gubblePointChance: 0.8 },
{ name: 'Goddess', unlockPrice: 1000000000000, buyPrice: 800000000000, gubblePointChance: 0.9 },
{ name: 'UltraGod', unlockPrice: 100000000000000, buyPrice: 80000000000000, gubblePointChance: 1.0 },
{ name: 'UltraGoddess', unlockPrice: 1000000000000000, buyPrice: 800000000000000, gubblePointChance: 1.0 },
{ name: 'Finale', unlockPrice: 10000000000000000, buyPrice: 8000000000000000, gubblePointChance: 1.0 },
];
const START_MONEY = 6;
@ -52,7 +56,7 @@ function App() {
}[]>([]);
// --- Gubble Store State ---
const [isStoreOpen, setIsStoreOpen] = useState(false);
const [upgrades, setUpgrades] = useState<Upgrades>({ evenDouble: false, oddDouble: false, allTripple: false, gubbleDouble: false, addFourthNumber: false });
const [upgrades, setUpgrades] = useState<Upgrades>({ evenDouble: false, oddDouble: false, allTripple: false, gubbleDouble: false, addFourthNumber: false, autoscratcher: false });
const [upgradeBought, setUpgradeBought] = useState(false);
// Ref for scroll container
@ -150,12 +154,7 @@ function App() {
// --- UI ---
return (
<div className="min-h-screen bg-gray-900 flex flex-col items-center ">
<div className="flex flex-row items-center gap-6 mb-6 mt-2 w-full max-w-4xl justify-center">
<h1 className="text-3xl font-bold text-blue-600">Scratch Card Game</h1>
<div className="text-lg text-white">Money: <span className="font-mono font-bold">${formatter.format(money)}</span></div>
<div className="text-lg text-white">Gubble Points: <span className="font-mono font-bold">{formatter.format(gubblePoints)}</span></div>
<button className="px-4 py-2 bg-purple-600 hover:bg-purple-700 text-white font-bold rounded disabled:opacity-50" disabled={gubblePoints < 1} onClick={() => setIsStoreOpen(true)}>Open Gubble Point Store</button>
</div>
<GameHeader money={money} gubblePoints={gubblePoints} formatter={formatter} setIsStoreOpen={setIsStoreOpen} />
<GubbleStore
isOpen={isStoreOpen}
onClose={handleStoreClose}
@ -190,7 +189,7 @@ function App() {
<Card card={card} setCard={setCard} setMoney={setMoney} setGubblePoints={setGubblePoints} upgrades={upgrades} />
</>
)}
<HistoryList history={history} />
<HistoryList history={history} formatter={formatter}/>
</div>
);
}

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@ -1,6 +1,7 @@
import React from 'react';
import type { Tier } from '../App';
import type { Upgrades } from './GubbleStore';
import ScratchFieldButton from './ScratchFieldButton';
type CardProps = {
card: {
@ -35,50 +36,17 @@ const Card: React.FC<CardProps> = ({ card, setCard, setMoney, setGubblePoints, u
</div>
<div className="grid grid-cols-3 gap-4 mb-2">
{card.fields.map((field, idx) => (
<button
<ScratchFieldButton
key={idx}
className={`w-16 h-16 flex items-center justify-center rounded-lg border-2 text-2xl font-bold transition
${field.scratched ? (field.won ? 'bg-green-900 border-green-700 text-green-300' : 'bg-gray-700 border-gray-600 text-gray-400') : 'bg-yellow-900 border-yellow-700 text-yellow-300 hover:bg-yellow-800'}`}
disabled={field.scratched}
onMouseMove={() => {
if (field.scratched) return;
// Gubble point gain (with upgrade)
if (Math.random() < (card.tier?.gubblePointChance ?? 0)) {
setGubblePoints((g) => g + (upgrades?.gubbleDouble ? 2 : 1));
return;
}
// Determine win amount
let won = null;
if (card.winningNumbers.includes(field.value)) {
won = 0;
if (idx < 2) won = Math.ceil((card.tier?.buyPrice ?? 0) * 0.5);
else if (idx < 4) won = Math.ceil((card.tier?.buyPrice ?? 0) * 0.8);
else won = Math.ceil((card.tier?.buyPrice ?? 0) * 1.2);
// Apply upgrades
if (upgrades?.allTripple) {
won = won * 2;
}
if (upgrades?.evenDouble && field.value % 2 === 0) {
won = won * 2;
}
if (upgrades?.oddDouble && field.value % 2 === 1) {
won = won * 2;
}
}
setCard((prev) => {
if (!prev) return prev;
const newFields = prev.fields.map((f, i) => i === idx ? { ...f, scratched: true, won } : f);
return { ...prev, fields: newFields };
});
if (won) setMoney((m) => m + won);
}}
>
{field.scratched ? (
<span>{field.value}{field.won ? <span className="block text-xs font-normal text-green-300">+${formatter.format(field.won)}</span> : ''}</span>
) : (
<span className="text-3xl select-none">?</span>
)}
</button>
field={field}
idx={idx}
card={card}
setCard={setCard}
setMoney={setMoney}
setGubblePoints={setGubblePoints}
upgrades={upgrades}
formatter={formatter}
/>
))}
</div>
<div className="text-xs text-gray-400">Scratch each field one at a time. Winnings: 1-2 = 50%, 3-4 = 80%, 5-6 = 120% of card price.</div>

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@ -0,0 +1,25 @@
import React from 'react';
interface GameHeaderProps {
money: number;
gubblePoints: number;
formatter: Intl.NumberFormat;
setIsStoreOpen: React.Dispatch<React.SetStateAction<boolean>>;
}
const GameHeader: React.FC<GameHeaderProps> = ({ money, gubblePoints, formatter, setIsStoreOpen }) => (
<div className="flex flex-row items-center gap-6 mb-6 mt-2 w-full max-w-4xl justify-center">
<h1 className="text-3xl font-bold text-blue-600">Rubellos Glücksspiel</h1>
<div className="text-lg text-white">Money: <span className="font-mono font-bold">${formatter.format(money)}</span></div>
<div className="text-lg text-white">Gubble Points: <span className="font-mono font-bold">{formatter.format(gubblePoints)}</span></div>
<button
className="px-4 py-2 bg-purple-600 hover:bg-purple-700 text-white font-bold rounded disabled:opacity-50"
disabled={gubblePoints < 1}
onClick={() => setIsStoreOpen(true)}
>
Open Gubble Point Store
</button>
</div>
);
export default GameHeader;

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@ -6,6 +6,7 @@ type Upgrades = {
allTripple: boolean;
gubbleDouble: boolean;
addFourthNumber: boolean;
autoscratcher: boolean;
};
type GubbleStoreProps = {
@ -22,6 +23,7 @@ const UPGRADE_LIST: { key: keyof Upgrades; label: string; cost: number; descript
{ key: 'allTripple', label: 'Tripple All Winnings', cost: 150, description: 'Tripple all winnings.' },
{ key: 'gubbleDouble', label: 'Double Gubble Point Gains', cost: 50, description: 'Double gubble point gains.' },
{ key: 'addFourthNumber', label: 'Add Fourth Winning Number', cost: 200, description: 'Adds a fourth winning number to each card.' },
{ key: 'autoscratcher', label: 'Auto Scratcher', cost: 400, description: 'Automatically scratches all tiles when you buy a card.' },
];
const GubbleStore: React.FC<GubbleStoreProps> = ({ isOpen, onClose, gubblePoints, upgrades, onBuyUpgrade }) => {
@ -32,6 +34,7 @@ const GubbleStore: React.FC<GubbleStoreProps> = ({ isOpen, onClose, gubblePoints
<button className="absolute top-2 right-2 text-gray-400 hover:text-gray-200 text-2xl" onClick={onClose}>&times;</button>
<h2 className="text-2xl font-bold mb-4 text-blue-300">Gubble Point Store</h2>
<div className="mb-4 text-gray-100">Gubble Points: <span className="font-mono font-bold">{gubblePoints}</span></div>
<div><p className="text-gray-400 text-sm mb-4">When you buy an upgrade, you will lose all your money and unlocked tiers. And return to the start with the upgrades enabled.</p></div>
<ul className="space-y-4">
{UPGRADE_LIST.map(upg => (
<li key={upg.key} className="flex flex-col sm:flex-row sm:items-center sm:justify-between bg-gray-800 rounded p-3 border border-gray-700">

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@ -9,9 +9,10 @@ type HistoryItem = {
type HistoryListProps = {
history: HistoryItem[];
formatter: Intl.NumberFormat;
};
const HistoryList: React.FC<HistoryListProps> = React.memo(({ history }) => {
const HistoryList: React.FC<HistoryListProps> = React.memo(({ history, formatter }) => {
if (history.length === 0) return null;
return (
<div className="w-full max-w-md mb-8">
@ -21,7 +22,7 @@ const HistoryList: React.FC<HistoryListProps> = React.memo(({ history }) => {
<li key={i} className="p-3 flex flex-col sm:flex-row sm:items-center sm:justify-between">
<div>
<span className="font-bold text-blue-300">{h.tier}</span>
<span className="ml-2 text-gray-400">Win: ${h.winnings}</span>
<span className="ml-2 text-gray-400">Win: ${formatter.format(h.winnings)}</span>
</div>
<div className="flex gap-2 mt-2 sm:mt-0">
{h.winningNumbers.map((n, j) => (

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@ -0,0 +1,66 @@
import React from 'react';
import type { Upgrades } from './GubbleStore';
import type { CardProps } from './Card';
const ScratchFieldButton: React.FC<{
field: { value: number; scratched: boolean; won: number | null };
idx: number;
card: CardProps['card'];
setCard: CardProps['setCard'];
setMoney: CardProps['setMoney'];
setGubblePoints: CardProps['setGubblePoints'];
upgrades?: Upgrades;
formatter: Intl.NumberFormat;
}> = ({ field, idx, card, setCard, setMoney, setGubblePoints, upgrades, formatter }) => {
const handleScratch = () => {
if (field.scratched) return;
// Gubble point gain (with upgrade)
if (Math.random() < (card.tier?.gubblePointChance ?? 0)) {
setGubblePoints((g) => g + (upgrades?.gubbleDouble ? 2 : 1));
}
// Determine win amount
let won = null;
if (card.winningNumbers.includes(field.value)) {
won = 0;
if (idx < 2) won = Math.ceil((card.tier?.buyPrice ?? 0) * 0.5);
else if (idx < 4) won = Math.ceil((card.tier?.buyPrice ?? 0) * 0.8);
else won = Math.ceil((card.tier?.buyPrice ?? 0) * 1.2);
// Apply upgrades
if (upgrades?.allTripple) {
won = won * 2;
}
if (upgrades?.evenDouble && field.value % 2 === 0) {
won = won * 2;
}
if (upgrades?.oddDouble && field.value % 2 === 1) {
won = won * 2;
}
}
setCard((prev) => {
if (!prev) return prev;
const newFields = prev.fields.map((f, i) => i === idx ? { ...f, scratched: true, won } : f);
return { ...prev, fields: newFields };
});
if (won) setMoney((m) => m + won);
};
if (upgrades?.autoscratcher) {
handleScratch();
}
return (
<button
className={`w-16 h-16 flex items-center justify-center rounded-lg border-2 text-2xl font-bold transition
${field.scratched ? (field.won ? 'bg-green-900 border-green-700 text-green-300' : 'bg-gray-700 border-gray-600 text-gray-400') : 'bg-yellow-900 border-yellow-700 text-yellow-300 hover:bg-yellow-800'}`}
disabled={field.scratched}
onMouseMove={handleScratch}
>
{field.scratched ? (
<span>{field.value}{field.won ? <span className="block text-xs font-normal text-green-300">+${formatter.format(field.won)}</span> : ''}</span>
) : (
<span className="text-3xl select-none">?</span>
)}
</button>
);
};
export default ScratchFieldButton;

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@ -4,5 +4,6 @@ import tailwindcss from '@tailwindcss/vite'
// https://vite.dev/config/
export default defineConfig({
base: './',
plugins: [react(), tailwindcss()],
})