generated from nhcarrigan/template
feat: initial prototype — core game systems (#30)
## Summary This PR represents the full v1 prototype, implementing the core game systems for Elysium. - Full idle/clicker RPG loop: resource collection, crafting, boss fights, exploration, and quests - Adventurer hiring with batch size selector and progressive tier cost scaling - Prestige, transcendence, and apotheosis systems with auto-prestige support - Character sheet, titles, leaderboards, companion system, and daily login bonuses - Auto-quest and auto-boss toggles - Discord webhook notifications on prestige/transcendence/apotheosis - Discord role awarded on apotheosis - Responsive design and overarching story/lore system - In-game sound effects and browser notifications for key events - Support link button in the resource bar - Full test coverage (100% on `apps/api` and `packages/types`) - CI pipeline: lint → build → test ## Closes Closes #1 Closes #2 Closes #3 Closes #4 Closes #5 Closes #6 Closes #7 Closes #8 Closes #9 Closes #10 Closes #11 Closes #12 Closes #13 Closes #14 Closes #16 Closes #19 Closes #20 Closes #21 Closes #22 Closes #23 Closes #24 Closes #25 Closes #26 Closes #27 Closes #29 ✨ This issue was created with help from Hikari~ 🌸 Co-authored-by: Naomi Carrigan <commits@nhcarrigan.com> Reviewed-on: #30 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #30.
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/**
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* @file Achievement toast notification component.
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* @copyright nhcarrigan
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* @license Naomi's Public License
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* @author Naomi Carrigan
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*/
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/* eslint-disable react/no-multi-comp -- Sub-component is tightly coupled to the toast container */
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import { type JSX, useEffect } from "react";
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import { useGame } from "../../context/gameContext.js";
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import type { Achievement } from "@elysium/types";
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interface ToastItemProperties {
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readonly achievement: Achievement;
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readonly onDismiss: (id: string)=> void;
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}
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/**
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* Renders a single achievement toast item.
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* @param props - The toast item properties.
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* @param props.achievement - The achievement to display.
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* @param props.onDismiss - Callback to dismiss the toast.
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* @returns The JSX element.
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*/
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const ToastItem = ({
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achievement,
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onDismiss,
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}: ToastItemProperties): JSX.Element => {
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useEffect(() => {
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const timer = setTimeout(() => {
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onDismiss(achievement.id);
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}, 4000);
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return (): void => {
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clearTimeout(timer);
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};
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}, [ achievement.id, onDismiss ]);
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function handleClick(): void {
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onDismiss(achievement.id);
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}
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const crystals = achievement.reward?.crystals;
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return (
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<div className="achievement-toast" onClick={handleClick}>
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<span className="toast-icon">{achievement.icon}</span>
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<div className="toast-content">
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<span className="toast-label">{"Achievement Unlocked!"}</span>
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<span className="toast-name">{achievement.name}</span>
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{crystals !== undefined
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&& <span className="toast-reward">
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{"💎 +"}
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{crystals}
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</span>
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}
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</div>
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</div>
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);
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};
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/**
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* Renders the achievement toast container with pending achievement notifications.
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* @returns The JSX element or null if there are no pending achievements.
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*/
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const AchievementToast = (): JSX.Element | null => {
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const { unlockedAchievements: pendingAchievements, dismissAchievement }
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= useGame();
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if (pendingAchievements.length === 0) {
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return null;
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}
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return (
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<div className="achievement-toast-container">
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{pendingAchievements.map((achievement) => {
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return (
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<ToastItem
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achievement={achievement}
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key={achievement.id}
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onDismiss={dismissAchievement}
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/>
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);
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})}
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</div>
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);
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};
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export { AchievementToast };
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