generated from nhcarrigan/template
feat: initial elysium idle game prototype
Sets up the full monorepo with pnpm workspaces. Includes shared types package, Hono API with Discord OAuth/JWT auth, Prisma v6 + MongoDB Atlas, and React + Vite frontend with game loop, five tabs, and Discord-linked save/load.
This commit is contained in:
@@ -0,0 +1,3 @@
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import { NaomisConfig } from "@nhcarrigan/eslint-config";
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export default [...NaomisConfig];
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Elysium — Idle RPG</title>
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<meta name="description" content="An idle fantasy RPG — hire adventurers, defeat bosses, and ascend to glory." />
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</head>
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<body>
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<div id="root"></div>
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<script type="module" src="/src/main.tsx"></script>
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</body>
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</html>
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@@ -0,0 +1,31 @@
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{
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"name": "@elysium/web",
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"version": "1.0.0",
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"private": true,
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"type": "module",
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"scripts": {
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"build": "tsc -p tsconfig.json && vite build",
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"dev": "vite",
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"lint": "eslint --max-warnings 0 src",
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"preview": "vite preview",
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"test": "vitest run --coverage"
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},
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"dependencies": {
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"@elysium/types": "workspace:*",
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"react": "19.0.0",
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"react-dom": "19.0.0"
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},
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"devDependencies": {
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"@nhcarrigan/eslint-config": "5.2.0",
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"@nhcarrigan/typescript-config": "4.0.0",
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"@types/react": "19.0.10",
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"@types/react-dom": "19.0.4",
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"@vitejs/plugin-react": "4.3.4",
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"@vitest/coverage-v8": "3.0.8",
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"eslint": "9.22.0",
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"jsdom": "26.0.0",
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"typescript": "5.8.2",
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"vite": "6.2.1",
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"vitest": "3.0.8"
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}
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}
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@@ -0,0 +1,39 @@
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import { useState } from "react";
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import { GameProvider } from "./context/GameContext.js";
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import { GameLayout } from "./components/game/GameLayout.js";
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import { LoginPage } from "./components/game/LoginPage.js";
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const handleAuthCallback = (): boolean => {
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if (window.location.pathname !== "/auth/callback") {
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return false;
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}
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const params = new URLSearchParams(window.location.search);
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const token = params.get("token");
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if (token) {
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localStorage.setItem("elysium_token", token);
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}
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window.history.replaceState(null, "", "/");
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return Boolean(token);
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};
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const isAuthenticated = (): boolean => {
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const fromCallback = handleAuthCallback();
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return fromCallback || Boolean(localStorage.getItem("elysium_token"));
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};
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export const App = (): React.JSX.Element => {
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const [loggedIn, setLoggedIn] = useState(isAuthenticated);
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if (!loggedIn) {
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return <LoginPage onLogin={() => { setLoggedIn(true); }} />;
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}
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return (
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<GameProvider>
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<GameLayout />
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</GameProvider>
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);
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};
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@@ -0,0 +1,81 @@
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import type {
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AuthResponse,
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BossDamageRequest,
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BossDamageResponse,
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LoadResponse,
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PrestigeRequest,
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PrestigeResponse,
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PublicProfileResponse,
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SaveRequest,
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SaveResponse,
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} from "@elysium/types";
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const BASE_URL = "/api";
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const getToken = (): string | null => localStorage.getItem("elysium_token");
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const headers = (): Record<string, string> => {
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const token = getToken();
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return {
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"Content-Type": "application/json",
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...(token ? { Authorization: `Bearer ${token}` } : {}),
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};
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};
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const request = async <T>(
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path: string,
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options?: RequestInit,
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): Promise<T> => {
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const response = await fetch(`${BASE_URL}${path}`, {
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...options,
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headers: { ...headers(), ...options?.headers },
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});
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if (!response.ok) {
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const error = (await response.json().catch(() => ({ error: "Unknown error" }))) as {
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error: string;
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};
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throw new Error(error.error);
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}
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return response.json() as Promise<T>;
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};
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export const getAuthUrl = async (): Promise<string> => {
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const data = await request<{ url: string }>("/auth/url");
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return data.url;
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};
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export const handleAuthCallback = async (code: string): Promise<AuthResponse> => {
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const data = await request<AuthResponse>(`/auth/callback?code=${code}`);
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localStorage.setItem("elysium_token", data.token);
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return data;
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};
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export const loadGame = async (): Promise<LoadResponse> =>
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request<LoadResponse>("/game/load");
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export const saveGame = async (body: SaveRequest): Promise<SaveResponse> =>
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request<SaveResponse>("/game/save", {
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method: "POST",
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body: JSON.stringify(body),
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});
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export const dealBossDamage = async (
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body: BossDamageRequest,
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): Promise<BossDamageResponse> =>
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request<BossDamageResponse>("/boss/damage", {
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method: "POST",
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body: JSON.stringify(body),
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});
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export const prestige = async (body: PrestigeRequest): Promise<PrestigeResponse> =>
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request<PrestigeResponse>("/prestige", {
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method: "POST",
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body: JSON.stringify(body),
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});
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export const getPublicProfile = async (
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discordId: string,
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): Promise<PublicProfileResponse> =>
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request<PublicProfileResponse>(`/profile/${discordId}`);
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@@ -0,0 +1,70 @@
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import type { Adventurer } from "@elysium/types";
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import { useGame } from "../../context/GameContext.js";
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const CLASS_ICONS: Record<string, string> = {
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warrior: "🗡️",
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mage: "🔮",
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rogue: "🗝️",
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cleric: "✝️",
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ranger: "🏹",
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paladin: "🛡️",
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};
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const adventurerCost = (adventurer: Adventurer): number =>
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Math.ceil(10 * Math.pow(1.15, adventurer.count));
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interface AdventurerCardProps {
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adventurer: Adventurer;
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currentGold: number;
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}
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const AdventurerCard = ({ adventurer, currentGold }: AdventurerCardProps): React.JSX.Element => {
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const { buyAdventurer } = useGame();
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const cost = adventurerCost(adventurer);
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const canAfford = currentGold >= cost;
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return (
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<div className={`adventurer-card ${!adventurer.unlocked ? "locked" : ""}`}>
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<div className="adventurer-icon">{CLASS_ICONS[adventurer.class] ?? "⚔️"}</div>
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<div className="adventurer-info">
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<h3>{adventurer.name}</h3>
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<p>{adventurer.goldPerSecond.toFixed(2)} gold/s each</p>
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{adventurer.essencePerSecond > 0 && (
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<p>{adventurer.essencePerSecond.toFixed(3)} essence/s each</p>
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)}
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</div>
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<div className="adventurer-count">×{adventurer.count}</div>
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<button
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className="buy-button"
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disabled={!canAfford || !adventurer.unlocked}
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onClick={() => { buyAdventurer(adventurer.id); }}
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type="button"
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>
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{adventurer.unlocked ? `🪙 ${cost}` : "🔒 Locked"}
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</button>
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</div>
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);
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};
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export const AdventurerPanel = (): React.JSX.Element => {
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const { state } = useGame();
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if (!state) return <section className="panel"><p>Loading...</p></section>;
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return (
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<section className="panel adventurer-panel">
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<h2>Adventurers</h2>
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<div className="adventurer-list">
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{state.adventurers
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.filter((a) => a.unlocked)
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.map((adventurer) => (
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<AdventurerCard
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key={adventurer.id}
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adventurer={adventurer}
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currentGold={state.resources.gold}
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/>
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))}
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</div>
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</section>
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);
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};
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@@ -0,0 +1,80 @@
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import type { Boss } from "@elysium/types";
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import { useGame } from "../../context/GameContext.js";
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interface BossCardProps {
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boss: Boss;
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prestigeCount: number;
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}
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const BossCard = ({ boss, prestigeCount }: BossCardProps): React.JSX.Element => {
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const { attackBoss } = useGame();
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const hpPercent = (boss.currentHp / boss.maxHp) * 100;
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const isLocked = boss.prestigeRequirement > prestigeCount;
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return (
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<div className={`boss-card boss-${boss.status}`}>
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<div className="boss-info">
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<h3>{boss.name}</h3>
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<p>{boss.description}</p>
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{isLocked && boss.status === "locked" && (
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<p className="prestige-lock">🔒 Requires Prestige {boss.prestigeRequirement}</p>
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)}
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</div>
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{boss.status !== "locked" && boss.status !== "defeated" && (
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<div className="boss-hp">
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<div className="hp-bar">
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<div
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className="hp-fill"
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style={{ width: `${hpPercent.toFixed(1)}%` }}
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/>
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</div>
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<span className="hp-text">
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{boss.currentHp.toLocaleString()} / {boss.maxHp.toLocaleString()} HP
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</span>
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</div>
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)}
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<div className="boss-rewards">
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<span>🪙 {boss.goldReward.toLocaleString()}</span>
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{boss.essenceReward > 0 && <span>✨ {boss.essenceReward.toLocaleString()}</span>}
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{boss.crystalReward > 0 && <span>💎 {boss.crystalReward.toLocaleString()}</span>}
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</div>
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{boss.status === "available" || boss.status === "in_progress" ? (
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<button
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className="attack-button"
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onClick={() => { void attackBoss(boss.id); }}
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type="button"
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>
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⚔️ Attack
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</button>
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) : null}
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{boss.status === "defeated" && (
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<span className="boss-badge defeated">☠️ Defeated</span>
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)}
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</div>
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);
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};
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export const BossPanel = (): React.JSX.Element => {
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const { state } = useGame();
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if (!state) return <section className="panel"><p>Loading...</p></section>;
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return (
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<section className="panel boss-panel">
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<h2>Boss Encounters</h2>
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<div className="boss-list">
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{state.bosses.map((boss) => (
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<BossCard
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key={boss.id}
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boss={boss}
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prestigeCount={state.prestige.count}
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/>
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))}
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</div>
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</section>
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);
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};
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@@ -0,0 +1,25 @@
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import { useGame } from "../../context/GameContext.js";
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import { calculateClickPower } from "../../engine/tick.js";
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export const ClickArea = (): React.JSX.Element => {
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const { state, handleClick } = useGame();
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if (!state) return <div className="click-area-placeholder" />;
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const clickPower = calculateClickPower(state);
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return (
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<section className="click-area">
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<h2>Guild Hall</h2>
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<button
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className="click-button"
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onClick={handleClick}
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type="button"
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aria-label={`Click to earn ${clickPower.toFixed(1)} gold`}
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>
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⚔️
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</button>
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<p className="click-power">+{clickPower.toFixed(1)} gold per click</p>
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</section>
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);
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};
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@@ -0,0 +1,82 @@
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import { useState } from "react";
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import { useGame } from "../../context/GameContext.js";
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import { ResourceBar } from "../ui/ResourceBar.js";
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import { AdventurerPanel } from "./AdventurerPanel.js";
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import { BossPanel } from "./BossPanel.js";
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import { ClickArea } from "./ClickArea.js";
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import { OfflineModal } from "./OfflineModal.js";
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import { PrestigePanel } from "./PrestigePanel.js";
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import { QuestPanel } from "./QuestPanel.js";
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import { UpgradePanel } from "./UpgradePanel.js";
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type Tab = "adventurers" | "upgrades" | "quests" | "bosses" | "prestige";
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const TABS: { id: Tab; label: string }[] = [
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{ id: "adventurers", label: "⚔️ Adventurers" },
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{ id: "upgrades", label: "🔧 Upgrades" },
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{ id: "quests", label: "📜 Quests" },
|
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{ id: "bosses", label: "👹 Bosses" },
|
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{ id: "prestige", label: "⭐ Prestige" },
|
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];
|
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|
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export const GameLayout = (): React.JSX.Element => {
|
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const { state, isLoading, error } = useGame();
|
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const [activeTab, setActiveTab] = useState<Tab>("adventurers");
|
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|
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if (isLoading) {
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return (
|
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<div className="loading-screen">
|
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<p>Loading your adventure...</p>
|
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</div>
|
||||
);
|
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}
|
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|
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if (error) {
|
||||
return (
|
||||
<div className="error-screen">
|
||||
<p>Error: {error}</p>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
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if (!state) return <div className="loading-screen"><p>Loading...</p></div>;
|
||||
|
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return (
|
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<div className="game-layout">
|
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<ResourceBar
|
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resources={state.resources}
|
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prestigeCount={state.prestige.count}
|
||||
/>
|
||||
<OfflineModal />
|
||||
|
||||
<div className="game-main">
|
||||
<aside className="game-sidebar">
|
||||
<ClickArea />
|
||||
</aside>
|
||||
|
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<main className="game-content">
|
||||
<nav className="tab-bar">
|
||||
{TABS.map((tab) => (
|
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<button
|
||||
key={tab.id}
|
||||
className={`tab-button ${activeTab === tab.id ? "active" : ""}`}
|
||||
onClick={() => { setActiveTab(tab.id); }}
|
||||
type="button"
|
||||
>
|
||||
{tab.label}
|
||||
</button>
|
||||
))}
|
||||
</nav>
|
||||
|
||||
<div className="tab-content">
|
||||
{activeTab === "adventurers" && <AdventurerPanel />}
|
||||
{activeTab === "upgrades" && <UpgradePanel />}
|
||||
{activeTab === "quests" && <QuestPanel />}
|
||||
{activeTab === "bosses" && <BossPanel />}
|
||||
{activeTab === "prestige" && <PrestigePanel />}
|
||||
</div>
|
||||
</main>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
};
|
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@@ -0,0 +1,87 @@
|
||||
import { useEffect, useState } from "react";
|
||||
import { getAuthUrl, handleAuthCallback } from "../../api/client.js";
|
||||
|
||||
interface LoginPageProps {
|
||||
onLogin: () => void;
|
||||
}
|
||||
|
||||
export const LoginPage = ({ onLogin }: LoginPageProps): React.JSX.Element => {
|
||||
const [authUrl, setAuthUrl] = useState<string | null>(null);
|
||||
const [isLoading, setIsLoading] = useState(true);
|
||||
const [error, setError] = useState<string | null>(null);
|
||||
|
||||
useEffect(() => {
|
||||
// Handle OAuth callback
|
||||
const params = new URLSearchParams(window.location.search);
|
||||
const code = params.get("code");
|
||||
|
||||
if (code) {
|
||||
setIsLoading(true);
|
||||
handleAuthCallback(code)
|
||||
.then(() => {
|
||||
window.history.replaceState({}, "", "/");
|
||||
onLogin();
|
||||
})
|
||||
.catch((err: unknown) => {
|
||||
setError(err instanceof Error ? err.message : "Authentication failed");
|
||||
setIsLoading(false);
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// Fetch the Discord OAuth URL
|
||||
getAuthUrl()
|
||||
.then((url) => {
|
||||
setAuthUrl(url);
|
||||
setIsLoading(false);
|
||||
})
|
||||
.catch(() => {
|
||||
setError("Failed to load authentication URL");
|
||||
setIsLoading(false);
|
||||
});
|
||||
}, [onLogin]);
|
||||
|
||||
if (isLoading) {
|
||||
return (
|
||||
<div className="login-page">
|
||||
<div className="login-card">
|
||||
<p>Loading...</p>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
if (error) {
|
||||
return (
|
||||
<div className="login-page">
|
||||
<div className="login-card">
|
||||
<p className="error">{error}</p>
|
||||
<button
|
||||
type="button"
|
||||
onClick={() => { window.location.reload(); }}
|
||||
>
|
||||
Try Again
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="login-page">
|
||||
<div className="login-card">
|
||||
<h1>⚔️ Elysium</h1>
|
||||
<p>An idle fantasy RPG. Hire adventurers, defeat bosses, and ascend to glory.</p>
|
||||
<a
|
||||
className="discord-login-button"
|
||||
href={authUrl ?? "#"}
|
||||
>
|
||||
Login with Discord
|
||||
</a>
|
||||
<p className="login-note">
|
||||
Your progress is saved to your Discord account and shareable with others!
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
};
|
||||
@@ -0,0 +1,27 @@
|
||||
import { useGame } from "../../context/GameContext.js";
|
||||
|
||||
export const OfflineModal = (): React.JSX.Element | null => {
|
||||
const { offlineGold, dismissOfflineGold } = useGame();
|
||||
|
||||
if (offlineGold <= 0) return null;
|
||||
|
||||
return (
|
||||
<div className="modal-overlay">
|
||||
<div className="modal">
|
||||
<h2>Welcome back!</h2>
|
||||
<p>
|
||||
Your adventurers kept working whilst you were away and earned{" "}
|
||||
<strong>🪙 {offlineGold.toFixed(0)} gold</strong>!
|
||||
</p>
|
||||
<p className="modal-note">Offline progress is calculated up to 8 hours.</p>
|
||||
<button
|
||||
className="modal-close-button"
|
||||
onClick={dismissOfflineGold}
|
||||
type="button"
|
||||
>
|
||||
Collect!
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
};
|
||||
@@ -0,0 +1,91 @@
|
||||
import { useState } from "react";
|
||||
import { prestige } from "../../api/client.js";
|
||||
import { useGame } from "../../context/GameContext.js";
|
||||
|
||||
const PRESTIGE_THRESHOLD = 1_000_000;
|
||||
|
||||
export const PrestigePanel = (): React.JSX.Element => {
|
||||
const { state, reload } = useGame();
|
||||
const [characterName, setCharacterName] = useState("");
|
||||
const [isPending, setIsPending] = useState(false);
|
||||
const [result, setResult] = useState<{ runestones: number; count: number } | null>(null);
|
||||
const [error, setError] = useState<string | null>(null);
|
||||
|
||||
if (!state) return <section className="panel"><p>Loading...</p></section>;
|
||||
|
||||
const isEligible = state.player.totalGoldEarned >= PRESTIGE_THRESHOLD;
|
||||
|
||||
const handlePrestige = async (): Promise<void> => {
|
||||
if (!characterName.trim()) return;
|
||||
setIsPending(true);
|
||||
setError(null);
|
||||
try {
|
||||
const data = await prestige({ characterName: characterName.trim() });
|
||||
setResult({ runestones: data.runestones, count: data.newPrestigeCount });
|
||||
await reload();
|
||||
} catch (err) {
|
||||
setError(err instanceof Error ? err.message : "Prestige failed");
|
||||
} finally {
|
||||
setIsPending(false);
|
||||
}
|
||||
};
|
||||
|
||||
return (
|
||||
<section className="panel prestige-panel">
|
||||
<h2>⭐ Prestige</h2>
|
||||
<p>
|
||||
Prestige resets your progress but grants <strong>Runestones</strong> — permanent
|
||||
currency used for powerful upgrades. Each prestige also increases your global
|
||||
production multiplier by 10%.
|
||||
</p>
|
||||
|
||||
<div className="prestige-status">
|
||||
<p>
|
||||
Total gold earned:{" "}
|
||||
<strong>{state.player.totalGoldEarned.toLocaleString()}</strong>
|
||||
</p>
|
||||
<p>
|
||||
Required: <strong>{PRESTIGE_THRESHOLD.toLocaleString()}</strong>
|
||||
</p>
|
||||
<p>Current prestige count: <strong>{state.prestige.count}</strong></p>
|
||||
<p>
|
||||
Production multiplier:{" "}
|
||||
<strong>×{state.prestige.productionMultiplier.toFixed(1)}</strong>
|
||||
</p>
|
||||
</div>
|
||||
|
||||
{isEligible ? (
|
||||
<div className="prestige-form">
|
||||
<p>You are ready to prestige! Choose your new character name:</p>
|
||||
<input
|
||||
type="text"
|
||||
value={characterName}
|
||||
onChange={(e) => { setCharacterName(e.target.value); }}
|
||||
placeholder="Character name..."
|
||||
maxLength={32}
|
||||
disabled={isPending}
|
||||
/>
|
||||
<button
|
||||
className="prestige-button"
|
||||
onClick={() => { void handlePrestige(); }}
|
||||
disabled={isPending || !characterName.trim()}
|
||||
type="button"
|
||||
>
|
||||
{isPending ? "Ascending..." : "✨ Ascend"}
|
||||
</button>
|
||||
{error && <p className="error">{error}</p>}
|
||||
{result && (
|
||||
<p className="success">
|
||||
Ascended to Prestige {result.count}! Earned {result.runestones} Runestones.
|
||||
</p>
|
||||
)}
|
||||
</div>
|
||||
) : (
|
||||
<p className="prestige-locked">
|
||||
Earn {(PRESTIGE_THRESHOLD - state.player.totalGoldEarned).toLocaleString()} more
|
||||
gold to unlock prestige.
|
||||
</p>
|
||||
)}
|
||||
</section>
|
||||
);
|
||||
};
|
||||
@@ -0,0 +1,78 @@
|
||||
import type { Quest } from "@elysium/types";
|
||||
import { useGame } from "../../context/GameContext.js";
|
||||
|
||||
const formatDuration = (seconds: number): string => {
|
||||
if (seconds >= 3600) return `${Math.floor(seconds / 3600)}h ${Math.floor((seconds % 3600) / 60)}m`;
|
||||
if (seconds >= 60) return `${Math.floor(seconds / 60)}m ${seconds % 60}s`;
|
||||
return `${seconds}s`;
|
||||
};
|
||||
|
||||
const questTimeRemaining = (quest: Quest): number => {
|
||||
if (quest.status !== "active" || quest.startedAt == null) return 0;
|
||||
const elapsed = (Date.now() - quest.startedAt) / 1000;
|
||||
return Math.max(0, quest.durationSeconds - elapsed);
|
||||
};
|
||||
|
||||
interface QuestCardProps {
|
||||
quest: Quest;
|
||||
}
|
||||
|
||||
const QuestCard = ({ quest }: QuestCardProps): React.JSX.Element => {
|
||||
const { startQuest } = useGame();
|
||||
|
||||
return (
|
||||
<div className={`quest-card quest-${quest.status}`}>
|
||||
<div className="quest-info">
|
||||
<h3>{quest.name}</h3>
|
||||
<p>{quest.description}</p>
|
||||
<div className="quest-rewards">
|
||||
{quest.rewards.map((reward, index) => (
|
||||
// eslint-disable-next-line react/no-array-index-key -- rewards have no unique id
|
||||
<span key={index} className="reward-tag">
|
||||
{reward.type === "gold" && `🪙 ${reward.amount?.toLocaleString()}`}
|
||||
{reward.type === "essence" && `✨ ${reward.amount?.toLocaleString()}`}
|
||||
{reward.type === "crystals" && `💎 ${reward.amount?.toLocaleString()}`}
|
||||
{reward.type === "upgrade" && "🔓 Upgrade"}
|
||||
{reward.type === "adventurer" && "👥 New Adventurer"}
|
||||
</span>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
<div className="quest-action">
|
||||
{quest.status === "locked" && <span className="quest-badge locked">🔒 Locked</span>}
|
||||
{quest.status === "available" && (
|
||||
<button
|
||||
className="start-quest-button"
|
||||
onClick={() => { startQuest(quest.id); }}
|
||||
type="button"
|
||||
>
|
||||
Send Party ({formatDuration(quest.durationSeconds)})
|
||||
</button>
|
||||
)}
|
||||
{quest.status === "active" && (
|
||||
<span className="quest-badge active">
|
||||
⏳ {formatDuration(Math.ceil(questTimeRemaining(quest)))} remaining
|
||||
</span>
|
||||
)}
|
||||
{quest.status === "completed" && <span className="quest-badge completed">✅ Complete</span>}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
export const QuestPanel = (): React.JSX.Element => {
|
||||
const { state } = useGame();
|
||||
|
||||
if (!state) return <section className="panel"><p>Loading...</p></section>;
|
||||
|
||||
return (
|
||||
<section className="panel quest-panel">
|
||||
<h2>Quests</h2>
|
||||
<div className="quest-list">
|
||||
{state.quests.map((quest) => (
|
||||
<QuestCard key={quest.id} quest={quest} />
|
||||
))}
|
||||
</div>
|
||||
</section>
|
||||
);
|
||||
};
|
||||
@@ -0,0 +1,73 @@
|
||||
import type { Upgrade } from "@elysium/types";
|
||||
import { useGame } from "../../context/GameContext.js";
|
||||
|
||||
interface UpgradeCardProps {
|
||||
upgrade: Upgrade;
|
||||
currentGold: number;
|
||||
currentEssence: number;
|
||||
}
|
||||
|
||||
const UpgradeCard = ({ upgrade, currentGold, currentEssence }: UpgradeCardProps): React.JSX.Element => {
|
||||
const { buyUpgrade } = useGame();
|
||||
const canAfford =
|
||||
currentGold >= upgrade.costGold && currentEssence >= upgrade.costEssence;
|
||||
|
||||
if (upgrade.purchased) {
|
||||
return (
|
||||
<div className="upgrade-card purchased">
|
||||
<span className="upgrade-name">✅ {upgrade.name}</span>
|
||||
<span className="upgrade-desc">{upgrade.description}</span>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="upgrade-card">
|
||||
<div className="upgrade-info">
|
||||
<h3>{upgrade.name}</h3>
|
||||
<p>{upgrade.description}</p>
|
||||
<p className="upgrade-multiplier">×{upgrade.multiplier} multiplier</p>
|
||||
</div>
|
||||
<div className="upgrade-cost">
|
||||
{upgrade.costGold > 0 && <span>🪙 {upgrade.costGold.toLocaleString()}</span>}
|
||||
{upgrade.costEssence > 0 && <span>✨ {upgrade.costEssence.toLocaleString()}</span>}
|
||||
</div>
|
||||
<button
|
||||
className="buy-button"
|
||||
disabled={!canAfford}
|
||||
onClick={() => { buyUpgrade(upgrade.id); }}
|
||||
type="button"
|
||||
>
|
||||
Buy
|
||||
</button>
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
export const UpgradePanel = (): React.JSX.Element => {
|
||||
const { state } = useGame();
|
||||
|
||||
if (!state) return <section className="panel"><p>Loading...</p></section>;
|
||||
|
||||
const availableUpgrades = state.upgrades.filter((u) => u.unlocked);
|
||||
|
||||
return (
|
||||
<section className="panel upgrade-panel">
|
||||
<h2>Upgrades</h2>
|
||||
{availableUpgrades.length === 0 ? (
|
||||
<p className="empty-state">No upgrades available yet — keep adventuring!</p>
|
||||
) : (
|
||||
<div className="upgrade-list">
|
||||
{availableUpgrades.map((upgrade) => (
|
||||
<UpgradeCard
|
||||
key={upgrade.id}
|
||||
upgrade={upgrade}
|
||||
currentGold={state.resources.gold}
|
||||
currentEssence={state.resources.essence}
|
||||
/>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
</section>
|
||||
);
|
||||
};
|
||||
@@ -0,0 +1,49 @@
|
||||
import type { Resource } from "@elysium/types";
|
||||
|
||||
interface ResourceBarProps {
|
||||
resources: Resource;
|
||||
prestigeCount: number;
|
||||
}
|
||||
|
||||
const formatNumber = (value: number): string => {
|
||||
if (value >= 1_000_000_000) {
|
||||
return `${(value / 1_000_000_000).toFixed(2)}B`;
|
||||
}
|
||||
if (value >= 1_000_000) {
|
||||
return `${(value / 1_000_000).toFixed(2)}M`;
|
||||
}
|
||||
if (value >= 1_000) {
|
||||
return `${(value / 1_000).toFixed(2)}K`;
|
||||
}
|
||||
return value.toFixed(1);
|
||||
};
|
||||
|
||||
export const ResourceBar = ({ resources, prestigeCount }: ResourceBarProps): React.JSX.Element => (
|
||||
<header className="resource-bar">
|
||||
<div className="resource">
|
||||
<span className="resource-icon">🪙</span>
|
||||
<span className="resource-value">{formatNumber(resources.gold)}</span>
|
||||
<span className="resource-label">Gold</span>
|
||||
</div>
|
||||
<div className="resource">
|
||||
<span className="resource-icon">✨</span>
|
||||
<span className="resource-value">{formatNumber(resources.essence)}</span>
|
||||
<span className="resource-label">Essence</span>
|
||||
</div>
|
||||
<div className="resource">
|
||||
<span className="resource-icon">💎</span>
|
||||
<span className="resource-value">{formatNumber(resources.crystals)}</span>
|
||||
<span className="resource-label">Crystals</span>
|
||||
</div>
|
||||
<div className="resource">
|
||||
<span className="resource-icon">🔮</span>
|
||||
<span className="resource-value">{formatNumber(resources.runestones)}</span>
|
||||
<span className="resource-label">Runestones</span>
|
||||
</div>
|
||||
{prestigeCount > 0 && (
|
||||
<div className="prestige-badge">
|
||||
⭐ Prestige {prestigeCount}
|
||||
</div>
|
||||
)}
|
||||
</header>
|
||||
);
|
||||
@@ -0,0 +1,257 @@
|
||||
import type { GameState } from "@elysium/types";
|
||||
import {
|
||||
createContext,
|
||||
useCallback,
|
||||
useContext,
|
||||
useEffect,
|
||||
useRef,
|
||||
useState,
|
||||
} from "react";
|
||||
import { dealBossDamage, loadGame, saveGame } from "../api/client.js";
|
||||
import { applyTick, calculateClickPower } from "../engine/tick.js";
|
||||
|
||||
interface GameContextValue {
|
||||
state: GameState | null;
|
||||
isLoading: boolean;
|
||||
error: string | null;
|
||||
/** Click the crystal to earn gold */
|
||||
handleClick: () => void;
|
||||
/** Buy an adventurer */
|
||||
buyAdventurer: (adventurerId: string) => void;
|
||||
/** Buy an upgrade */
|
||||
buyUpgrade: (upgradeId: string) => void;
|
||||
/** Start a quest */
|
||||
startQuest: (questId: string) => void;
|
||||
/** Attack the active boss */
|
||||
attackBoss: (bossId: string) => void;
|
||||
/** Reload state from the server */
|
||||
reload: () => Promise<void>;
|
||||
/** Offline gold earned on login */
|
||||
offlineGold: number;
|
||||
/** Dismiss the offline gold notification */
|
||||
dismissOfflineGold: () => void;
|
||||
}
|
||||
|
||||
const GameContext = createContext<GameContextValue | null>(null);
|
||||
|
||||
const AUTO_SAVE_INTERVAL_MS = 30_000;
|
||||
|
||||
export const GameProvider = ({ children }: { children: React.ReactNode }): React.JSX.Element => {
|
||||
const [state, setState] = useState<GameState | null>(null);
|
||||
const [isLoading, setIsLoading] = useState(true);
|
||||
const [error, setError] = useState<string | null>(null);
|
||||
const [offlineGold, setOfflineGold] = useState(0);
|
||||
const stateRef = useRef<GameState | null>(null);
|
||||
const lastSaveRef = useRef<number>(Date.now());
|
||||
const rafRef = useRef<number | null>(null);
|
||||
|
||||
stateRef.current = state;
|
||||
|
||||
const reload = useCallback(async () => {
|
||||
setIsLoading(true);
|
||||
setError(null);
|
||||
try {
|
||||
const data = await loadGame();
|
||||
setState(data.state);
|
||||
if (data.offlineGold > 0) {
|
||||
setOfflineGold(data.offlineGold);
|
||||
}
|
||||
} catch (err) {
|
||||
setError(err instanceof Error ? err.message : "Failed to load game");
|
||||
} finally {
|
||||
setIsLoading(false);
|
||||
}
|
||||
}, []);
|
||||
|
||||
useEffect(() => {
|
||||
void reload();
|
||||
}, [reload]);
|
||||
|
||||
// Game loop via requestAnimationFrame
|
||||
useEffect(() => {
|
||||
if (!state) return;
|
||||
|
||||
let lastTime = performance.now();
|
||||
|
||||
const tick = (now: number): void => {
|
||||
const deltaSeconds = (now - lastTime) / 1000;
|
||||
lastTime = now;
|
||||
|
||||
setState((prev) => {
|
||||
if (!prev) return prev;
|
||||
return applyTick(prev, deltaSeconds);
|
||||
});
|
||||
|
||||
// Auto-save every 30 seconds
|
||||
if (Date.now() - lastSaveRef.current >= AUTO_SAVE_INTERVAL_MS) {
|
||||
lastSaveRef.current = Date.now();
|
||||
if (stateRef.current) {
|
||||
void saveGame({ state: stateRef.current });
|
||||
}
|
||||
}
|
||||
|
||||
rafRef.current = requestAnimationFrame(tick);
|
||||
};
|
||||
|
||||
rafRef.current = requestAnimationFrame(tick);
|
||||
return () => {
|
||||
if (rafRef.current !== null) {
|
||||
cancelAnimationFrame(rafRef.current);
|
||||
}
|
||||
};
|
||||
// eslint-disable-next-line react-hooks/exhaustive-deps -- only run when state becomes available
|
||||
}, [state !== null]);
|
||||
|
||||
const handleClick = useCallback(() => {
|
||||
setState((prev) => {
|
||||
if (!prev) return prev;
|
||||
const clickPower = calculateClickPower(prev);
|
||||
return {
|
||||
...prev,
|
||||
resources: { ...prev.resources, gold: prev.resources.gold + clickPower },
|
||||
player: {
|
||||
...prev.player,
|
||||
totalGoldEarned: prev.player.totalGoldEarned + clickPower,
|
||||
totalClicks: prev.player.totalClicks + 1,
|
||||
},
|
||||
};
|
||||
});
|
||||
}, []);
|
||||
|
||||
const buyAdventurer = useCallback((adventurerId: string) => {
|
||||
setState((prev) => {
|
||||
if (!prev) return prev;
|
||||
const adventurer = prev.adventurers.find((a) => a.id === adventurerId);
|
||||
if (!adventurer || !adventurer.unlocked) return prev;
|
||||
|
||||
const cost = 10 * Math.pow(1.15, adventurer.count);
|
||||
if (prev.resources.gold < cost) return prev;
|
||||
|
||||
return {
|
||||
...prev,
|
||||
resources: { ...prev.resources, gold: prev.resources.gold - cost },
|
||||
adventurers: prev.adventurers.map((a) =>
|
||||
a.id === adventurerId ? { ...a, count: a.count + 1 } : a,
|
||||
),
|
||||
};
|
||||
});
|
||||
}, []);
|
||||
|
||||
const buyUpgrade = useCallback((upgradeId: string) => {
|
||||
setState((prev) => {
|
||||
if (!prev) return prev;
|
||||
const upgrade = prev.upgrades.find((u) => u.id === upgradeId);
|
||||
if (!upgrade || !upgrade.unlocked || upgrade.purchased) return prev;
|
||||
if (prev.resources.gold < upgrade.costGold) return prev;
|
||||
if (prev.resources.essence < upgrade.costEssence) return prev;
|
||||
|
||||
return {
|
||||
...prev,
|
||||
resources: {
|
||||
...prev.resources,
|
||||
gold: prev.resources.gold - upgrade.costGold,
|
||||
essence: prev.resources.essence - upgrade.costEssence,
|
||||
},
|
||||
upgrades: prev.upgrades.map((u) =>
|
||||
u.id === upgradeId ? { ...u, purchased: true } : u,
|
||||
),
|
||||
};
|
||||
});
|
||||
}, []);
|
||||
|
||||
const startQuest = useCallback((questId: string) => {
|
||||
setState((prev) => {
|
||||
if (!prev) return prev;
|
||||
const quest = prev.quests.find((q) => q.id === questId);
|
||||
if (!quest || quest.status !== "available") return prev;
|
||||
|
||||
return {
|
||||
...prev,
|
||||
quests: prev.quests.map((q) =>
|
||||
q.id === questId
|
||||
? { ...q, status: "active" as const, startedAt: Date.now() }
|
||||
: q,
|
||||
),
|
||||
};
|
||||
});
|
||||
}, []);
|
||||
|
||||
const attackBoss = useCallback(async (bossId: string) => {
|
||||
if (!stateRef.current) return;
|
||||
const clickPower = calculateClickPower(stateRef.current);
|
||||
|
||||
try {
|
||||
const result = await dealBossDamage({ bossId, damage: clickPower });
|
||||
|
||||
setState((prev) => {
|
||||
if (!prev) return prev;
|
||||
return {
|
||||
...prev,
|
||||
bosses: prev.bosses.map((b) =>
|
||||
b.id === bossId
|
||||
? {
|
||||
...b,
|
||||
status: result.defeated ? ("defeated" as const) : ("in_progress" as const),
|
||||
currentHp: result.currentHp,
|
||||
}
|
||||
: b,
|
||||
),
|
||||
...(result.defeated && result.rewards
|
||||
? {
|
||||
resources: {
|
||||
...prev.resources,
|
||||
gold: prev.resources.gold + result.rewards.gold,
|
||||
essence: prev.resources.essence + result.rewards.essence,
|
||||
crystals: prev.resources.crystals + result.rewards.crystals,
|
||||
},
|
||||
player: {
|
||||
...prev.player,
|
||||
totalGoldEarned:
|
||||
prev.player.totalGoldEarned + result.rewards.gold,
|
||||
},
|
||||
upgrades: prev.upgrades.map((u) =>
|
||||
result.rewards!.upgradeIds.includes(u.id)
|
||||
? { ...u, unlocked: true }
|
||||
: u,
|
||||
),
|
||||
}
|
||||
: {}),
|
||||
};
|
||||
});
|
||||
} catch {
|
||||
// Rate limited or other error — silently ignore
|
||||
}
|
||||
}, []);
|
||||
|
||||
const dismissOfflineGold = useCallback(() => {
|
||||
setOfflineGold(0);
|
||||
}, []);
|
||||
|
||||
return (
|
||||
<GameContext.Provider
|
||||
value={{
|
||||
state,
|
||||
isLoading,
|
||||
error,
|
||||
handleClick,
|
||||
buyAdventurer,
|
||||
buyUpgrade,
|
||||
startQuest,
|
||||
attackBoss,
|
||||
reload,
|
||||
offlineGold,
|
||||
dismissOfflineGold,
|
||||
}}
|
||||
>
|
||||
{children}
|
||||
</GameContext.Provider>
|
||||
);
|
||||
};
|
||||
|
||||
export const useGame = (): GameContextValue => {
|
||||
const context = useContext(GameContext);
|
||||
if (!context) {
|
||||
throw new Error("useGame must be used within a GameProvider");
|
||||
}
|
||||
return context;
|
||||
};
|
||||
@@ -0,0 +1,96 @@
|
||||
import type { GameState } from "@elysium/types";
|
||||
|
||||
/**
|
||||
* Pure function — applies one game tick to the state.
|
||||
* deltaSeconds: time elapsed since last tick.
|
||||
* Returns a new GameState (does not mutate the original).
|
||||
*/
|
||||
export const applyTick = (state: GameState, deltaSeconds: number): GameState => {
|
||||
let goldGained = 0;
|
||||
let essenceGained = 0;
|
||||
|
||||
for (const adventurer of state.adventurers) {
|
||||
if (!adventurer.unlocked || adventurer.count === 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const upgradeMultiplier = state.upgrades
|
||||
.filter(
|
||||
(u) =>
|
||||
u.purchased &&
|
||||
(u.target === "global" ||
|
||||
(u.target === "adventurer" && u.adventurerId === adventurer.id)),
|
||||
)
|
||||
.reduce((mult, upgrade) => mult * upgrade.multiplier, 1);
|
||||
|
||||
const prestige = state.prestige.productionMultiplier;
|
||||
|
||||
goldGained +=
|
||||
adventurer.goldPerSecond * adventurer.count * upgradeMultiplier * prestige * deltaSeconds;
|
||||
|
||||
essenceGained +=
|
||||
adventurer.essencePerSecond *
|
||||
adventurer.count *
|
||||
upgradeMultiplier *
|
||||
prestige *
|
||||
deltaSeconds;
|
||||
}
|
||||
|
||||
// Complete active quests
|
||||
const now = Date.now();
|
||||
let questGold = 0;
|
||||
let questEssence = 0;
|
||||
let questCrystals = 0;
|
||||
|
||||
const updatedQuests = state.quests.map((quest) => {
|
||||
if (
|
||||
quest.status !== "active" ||
|
||||
quest.startedAt == null ||
|
||||
now < quest.startedAt + quest.durationSeconds * 1000
|
||||
) {
|
||||
return quest;
|
||||
}
|
||||
|
||||
const completed = { ...quest, status: "completed" as const };
|
||||
for (const reward of quest.rewards) {
|
||||
if (reward.type === "gold" && reward.amount != null) {
|
||||
questGold += reward.amount;
|
||||
} else if (reward.type === "essence" && reward.amount != null) {
|
||||
questEssence += reward.amount;
|
||||
} else if (reward.type === "crystals" && reward.amount != null) {
|
||||
questCrystals += reward.amount;
|
||||
}
|
||||
}
|
||||
return completed;
|
||||
});
|
||||
|
||||
const newGold = state.resources.gold + goldGained + questGold;
|
||||
const newEssence = state.resources.essence + essenceGained + questEssence;
|
||||
|
||||
return {
|
||||
...state,
|
||||
resources: {
|
||||
...state.resources,
|
||||
gold: newGold,
|
||||
essence: newEssence,
|
||||
crystals: state.resources.crystals + questCrystals,
|
||||
},
|
||||
player: {
|
||||
...state.player,
|
||||
totalGoldEarned: state.player.totalGoldEarned + goldGained + questGold,
|
||||
},
|
||||
quests: updatedQuests,
|
||||
lastTickAt: now,
|
||||
};
|
||||
};
|
||||
|
||||
/**
|
||||
* Calculates the effective click power, including upgrades.
|
||||
*/
|
||||
export const calculateClickPower = (state: GameState): number => {
|
||||
const clickMultiplier = state.upgrades
|
||||
.filter((u) => u.purchased && u.target === "click")
|
||||
.reduce((mult, upgrade) => mult * upgrade.multiplier, 1);
|
||||
|
||||
return state.baseClickPower * clickMultiplier * state.prestige.productionMultiplier;
|
||||
};
|
||||
@@ -0,0 +1,16 @@
|
||||
import { StrictMode } from "react";
|
||||
import { createRoot } from "react-dom/client";
|
||||
import { App } from "./App.js";
|
||||
import "./styles.css";
|
||||
|
||||
const rootElement = document.getElementById("root");
|
||||
|
||||
if (!rootElement) {
|
||||
throw new Error("Root element not found");
|
||||
}
|
||||
|
||||
createRoot(rootElement).render(
|
||||
<StrictMode>
|
||||
<App />
|
||||
</StrictMode>,
|
||||
);
|
||||
@@ -0,0 +1,631 @@
|
||||
/* ===================== RESET & BASE ===================== */
|
||||
*, *::before, *::after {
|
||||
box-sizing: border-box;
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
:root {
|
||||
--colour-bg: #0d0d1a;
|
||||
--colour-surface: #1a1a2e;
|
||||
--colour-surface-2: #16213e;
|
||||
--colour-border: #2a2a4a;
|
||||
--colour-accent: #7c3aed;
|
||||
--colour-accent-light: #a855f7;
|
||||
--colour-gold: #f59e0b;
|
||||
--colour-essence: #8b5cf6;
|
||||
--colour-crystal: #06b6d4;
|
||||
--colour-rune: #ec4899;
|
||||
--colour-text: #e2e8f0;
|
||||
--colour-text-muted: #94a3b8;
|
||||
--colour-success: #10b981;
|
||||
--colour-error: #ef4444;
|
||||
--colour-warning: #f59e0b;
|
||||
--radius: 8px;
|
||||
--radius-lg: 12px;
|
||||
--font: "Segoe UI", system-ui, sans-serif;
|
||||
}
|
||||
|
||||
body {
|
||||
background-color: var(--colour-bg);
|
||||
color: var(--colour-text);
|
||||
font-family: var(--font);
|
||||
min-height: 100vh;
|
||||
}
|
||||
|
||||
/* ===================== RESOURCE BAR ===================== */
|
||||
.resource-bar {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 1.5rem;
|
||||
padding: 0.75rem 1.5rem;
|
||||
background: var(--colour-surface);
|
||||
border-bottom: 1px solid var(--colour-border);
|
||||
position: sticky;
|
||||
top: 0;
|
||||
z-index: 10;
|
||||
}
|
||||
|
||||
.resource {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.35rem;
|
||||
}
|
||||
|
||||
.resource-value {
|
||||
font-weight: 700;
|
||||
font-size: 1.1rem;
|
||||
}
|
||||
|
||||
.resource-label {
|
||||
color: var(--colour-text-muted);
|
||||
font-size: 0.8rem;
|
||||
}
|
||||
|
||||
.prestige-badge {
|
||||
margin-left: auto;
|
||||
background: linear-gradient(135deg, var(--colour-accent), var(--colour-accent-light));
|
||||
padding: 0.25rem 0.75rem;
|
||||
border-radius: 999px;
|
||||
font-size: 0.85rem;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
/* ===================== GAME LAYOUT ===================== */
|
||||
.game-layout {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
min-height: 100vh;
|
||||
}
|
||||
|
||||
.game-main {
|
||||
display: flex;
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.game-sidebar {
|
||||
width: 220px;
|
||||
padding: 1rem;
|
||||
background: var(--colour-surface-2);
|
||||
border-right: 1px solid var(--colour-border);
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
gap: 1rem;
|
||||
}
|
||||
|
||||
.game-content {
|
||||
flex: 1;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
/* ===================== TABS ===================== */
|
||||
.tab-bar {
|
||||
display: flex;
|
||||
gap: 0.25rem;
|
||||
padding: 0.75rem 1rem;
|
||||
background: var(--colour-surface);
|
||||
border-bottom: 1px solid var(--colour-border);
|
||||
overflow-x: auto;
|
||||
}
|
||||
|
||||
.tab-button {
|
||||
background: transparent;
|
||||
border: 1px solid transparent;
|
||||
border-radius: var(--radius);
|
||||
color: var(--colour-text-muted);
|
||||
cursor: pointer;
|
||||
font-size: 0.9rem;
|
||||
padding: 0.4rem 0.9rem;
|
||||
transition: all 0.15s;
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.tab-button:hover {
|
||||
background: var(--colour-surface-2);
|
||||
color: var(--colour-text);
|
||||
}
|
||||
|
||||
.tab-button.active {
|
||||
background: var(--colour-accent);
|
||||
border-color: var(--colour-accent-light);
|
||||
color: #fff;
|
||||
}
|
||||
|
||||
.tab-content {
|
||||
flex: 1;
|
||||
overflow-y: auto;
|
||||
padding: 1rem;
|
||||
}
|
||||
|
||||
/* ===================== CLICK AREA ===================== */
|
||||
.click-area {
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.click-area h2 {
|
||||
font-size: 0.95rem;
|
||||
color: var(--colour-text-muted);
|
||||
margin-bottom: 0.75rem;
|
||||
}
|
||||
|
||||
.click-button {
|
||||
background: linear-gradient(135deg, var(--colour-accent), var(--colour-accent-light));
|
||||
border: none;
|
||||
border-radius: 50%;
|
||||
cursor: pointer;
|
||||
font-size: 3rem;
|
||||
height: 120px;
|
||||
transition: transform 0.1s, box-shadow 0.1s;
|
||||
width: 120px;
|
||||
box-shadow: 0 0 20px rgba(124, 58, 237, 0.4);
|
||||
}
|
||||
|
||||
.click-button:active {
|
||||
transform: scale(0.93);
|
||||
box-shadow: 0 0 10px rgba(124, 58, 237, 0.2);
|
||||
}
|
||||
|
||||
.click-power {
|
||||
color: var(--colour-text-muted);
|
||||
font-size: 0.8rem;
|
||||
margin-top: 0.5rem;
|
||||
}
|
||||
|
||||
/* ===================== PANEL ===================== */
|
||||
.panel {
|
||||
max-width: 900px;
|
||||
}
|
||||
|
||||
.panel h2 {
|
||||
font-size: 1.3rem;
|
||||
margin-bottom: 1rem;
|
||||
color: var(--colour-accent-light);
|
||||
}
|
||||
|
||||
.empty-state {
|
||||
color: var(--colour-text-muted);
|
||||
font-style: italic;
|
||||
}
|
||||
|
||||
/* ===================== ADVENTURERS ===================== */
|
||||
.adventurer-list {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.5rem;
|
||||
}
|
||||
|
||||
.adventurer-card {
|
||||
align-items: center;
|
||||
background: var(--colour-surface);
|
||||
border: 1px solid var(--colour-border);
|
||||
border-radius: var(--radius);
|
||||
display: flex;
|
||||
gap: 0.75rem;
|
||||
padding: 0.75rem;
|
||||
}
|
||||
|
||||
.adventurer-card.locked {
|
||||
opacity: 0.5;
|
||||
}
|
||||
|
||||
.adventurer-icon {
|
||||
font-size: 1.75rem;
|
||||
min-width: 2.5rem;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.adventurer-info {
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.adventurer-info h3 {
|
||||
font-size: 1rem;
|
||||
margin-bottom: 0.15rem;
|
||||
}
|
||||
|
||||
.adventurer-info p {
|
||||
color: var(--colour-text-muted);
|
||||
font-size: 0.8rem;
|
||||
}
|
||||
|
||||
.adventurer-count {
|
||||
color: var(--colour-accent-light);
|
||||
font-size: 1.1rem;
|
||||
font-weight: 700;
|
||||
min-width: 3rem;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
/* ===================== BUTTONS ===================== */
|
||||
.buy-button,
|
||||
.start-quest-button,
|
||||
.attack-button,
|
||||
.prestige-button {
|
||||
background: var(--colour-accent);
|
||||
border: none;
|
||||
border-radius: var(--radius);
|
||||
color: #fff;
|
||||
cursor: pointer;
|
||||
font-size: 0.85rem;
|
||||
font-weight: 600;
|
||||
padding: 0.4rem 0.9rem;
|
||||
transition: background 0.15s;
|
||||
}
|
||||
|
||||
.buy-button:hover:not(:disabled),
|
||||
.start-quest-button:hover,
|
||||
.attack-button:hover,
|
||||
.prestige-button:hover:not(:disabled) {
|
||||
background: var(--colour-accent-light);
|
||||
}
|
||||
|
||||
.buy-button:disabled,
|
||||
.prestige-button:disabled {
|
||||
background: var(--colour-border);
|
||||
color: var(--colour-text-muted);
|
||||
cursor: not-allowed;
|
||||
}
|
||||
|
||||
/* ===================== UPGRADES ===================== */
|
||||
.upgrade-list {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.5rem;
|
||||
}
|
||||
|
||||
.upgrade-card {
|
||||
align-items: center;
|
||||
background: var(--colour-surface);
|
||||
border: 1px solid var(--colour-border);
|
||||
border-radius: var(--radius);
|
||||
display: flex;
|
||||
gap: 0.75rem;
|
||||
padding: 0.75rem;
|
||||
}
|
||||
|
||||
.upgrade-card.purchased {
|
||||
border-color: var(--colour-success);
|
||||
opacity: 0.7;
|
||||
}
|
||||
|
||||
.upgrade-info {
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.upgrade-info h3 {
|
||||
font-size: 1rem;
|
||||
margin-bottom: 0.15rem;
|
||||
}
|
||||
|
||||
.upgrade-info p {
|
||||
color: var(--colour-text-muted);
|
||||
font-size: 0.8rem;
|
||||
}
|
||||
|
||||
.upgrade-multiplier {
|
||||
color: var(--colour-gold) !important;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.upgrade-cost {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.2rem;
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
/* ===================== QUESTS ===================== */
|
||||
.quest-list {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.75rem;
|
||||
}
|
||||
|
||||
.quest-card {
|
||||
background: var(--colour-surface);
|
||||
border: 1px solid var(--colour-border);
|
||||
border-radius: var(--radius);
|
||||
display: flex;
|
||||
gap: 1rem;
|
||||
padding: 1rem;
|
||||
align-items: flex-start;
|
||||
}
|
||||
|
||||
.quest-card.quest-completed {
|
||||
border-color: var(--colour-success);
|
||||
opacity: 0.7;
|
||||
}
|
||||
|
||||
.quest-card.quest-active {
|
||||
border-color: var(--colour-warning);
|
||||
}
|
||||
|
||||
.quest-info {
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.quest-info h3 {
|
||||
font-size: 1rem;
|
||||
margin-bottom: 0.25rem;
|
||||
}
|
||||
|
||||
.quest-info p {
|
||||
color: var(--colour-text-muted);
|
||||
font-size: 0.85rem;
|
||||
margin-bottom: 0.5rem;
|
||||
}
|
||||
|
||||
.quest-rewards {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
gap: 0.35rem;
|
||||
}
|
||||
|
||||
.reward-tag {
|
||||
background: var(--colour-surface-2);
|
||||
border: 1px solid var(--colour-border);
|
||||
border-radius: 999px;
|
||||
font-size: 0.75rem;
|
||||
padding: 0.15rem 0.5rem;
|
||||
}
|
||||
|
||||
.quest-badge {
|
||||
font-size: 0.85rem;
|
||||
font-weight: 600;
|
||||
padding: 0.3rem 0.6rem;
|
||||
border-radius: var(--radius);
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.quest-badge.locked { color: var(--colour-text-muted); }
|
||||
.quest-badge.active { color: var(--colour-warning); }
|
||||
.quest-badge.completed { color: var(--colour-success); }
|
||||
|
||||
/* ===================== BOSSES ===================== */
|
||||
.boss-list {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 1rem;
|
||||
}
|
||||
|
||||
.boss-card {
|
||||
background: var(--colour-surface);
|
||||
border: 1px solid var(--colour-border);
|
||||
border-radius: var(--radius-lg);
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.75rem;
|
||||
padding: 1rem;
|
||||
}
|
||||
|
||||
.boss-card.boss-defeated {
|
||||
opacity: 0.6;
|
||||
border-color: var(--colour-text-muted);
|
||||
}
|
||||
|
||||
.boss-card.boss-in_progress {
|
||||
border-color: var(--colour-error);
|
||||
box-shadow: 0 0 12px rgba(239, 68, 68, 0.2);
|
||||
}
|
||||
|
||||
.boss-info h3 {
|
||||
font-size: 1.1rem;
|
||||
margin-bottom: 0.25rem;
|
||||
}
|
||||
|
||||
.boss-info p {
|
||||
color: var(--colour-text-muted);
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.prestige-lock {
|
||||
color: var(--colour-warning) !important;
|
||||
margin-top: 0.25rem;
|
||||
}
|
||||
|
||||
.hp-bar {
|
||||
background: var(--colour-border);
|
||||
border-radius: 999px;
|
||||
height: 10px;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
.hp-fill {
|
||||
background: linear-gradient(90deg, #ef4444, #f97316);
|
||||
height: 100%;
|
||||
transition: width 0.3s ease;
|
||||
}
|
||||
|
||||
.hp-text {
|
||||
color: var(--colour-text-muted);
|
||||
font-size: 0.8rem;
|
||||
}
|
||||
|
||||
.boss-rewards {
|
||||
display: flex;
|
||||
gap: 0.75rem;
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.boss-badge.defeated {
|
||||
color: var(--colour-text-muted);
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
|
||||
.attack-button {
|
||||
align-self: flex-start;
|
||||
background: linear-gradient(135deg, #ef4444, #b91c1c);
|
||||
font-size: 0.95rem;
|
||||
padding: 0.5rem 1.2rem;
|
||||
}
|
||||
|
||||
.attack-button:hover {
|
||||
background: linear-gradient(135deg, #f87171, #dc2626);
|
||||
}
|
||||
|
||||
/* ===================== PRESTIGE ===================== */
|
||||
.prestige-panel p {
|
||||
color: var(--colour-text-muted);
|
||||
font-size: 0.9rem;
|
||||
line-height: 1.6;
|
||||
margin-bottom: 0.75rem;
|
||||
}
|
||||
|
||||
.prestige-status {
|
||||
background: var(--colour-surface);
|
||||
border: 1px solid var(--colour-border);
|
||||
border-radius: var(--radius);
|
||||
padding: 1rem;
|
||||
margin-bottom: 1rem;
|
||||
}
|
||||
|
||||
.prestige-form {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.75rem;
|
||||
max-width: 400px;
|
||||
}
|
||||
|
||||
.prestige-form input {
|
||||
background: var(--colour-surface);
|
||||
border: 1px solid var(--colour-border);
|
||||
border-radius: var(--radius);
|
||||
color: var(--colour-text);
|
||||
font-size: 0.95rem;
|
||||
padding: 0.5rem 0.75rem;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.prestige-button {
|
||||
background: linear-gradient(135deg, #7c3aed, #a855f7);
|
||||
font-size: 1rem;
|
||||
padding: 0.6rem 1.5rem;
|
||||
}
|
||||
|
||||
.prestige-locked {
|
||||
color: var(--colour-text-muted) !important;
|
||||
}
|
||||
|
||||
/* ===================== LOGIN PAGE ===================== */
|
||||
.login-page {
|
||||
align-items: center;
|
||||
background: radial-gradient(ellipse at center, #1a1a3e 0%, #0d0d1a 100%);
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
min-height: 100vh;
|
||||
}
|
||||
|
||||
.login-card {
|
||||
background: var(--colour-surface);
|
||||
border: 1px solid var(--colour-border);
|
||||
border-radius: var(--radius-lg);
|
||||
max-width: 480px;
|
||||
padding: 2.5rem;
|
||||
text-align: center;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.login-card h1 {
|
||||
font-size: 2rem;
|
||||
margin-bottom: 0.75rem;
|
||||
}
|
||||
|
||||
.login-card p {
|
||||
color: var(--colour-text-muted);
|
||||
margin-bottom: 1.5rem;
|
||||
}
|
||||
|
||||
.discord-login-button {
|
||||
background: #5865f2;
|
||||
border-radius: var(--radius);
|
||||
color: #fff;
|
||||
display: inline-block;
|
||||
font-size: 1rem;
|
||||
font-weight: 600;
|
||||
padding: 0.75rem 2rem;
|
||||
text-decoration: none;
|
||||
transition: background 0.15s;
|
||||
}
|
||||
|
||||
.discord-login-button:hover {
|
||||
background: #4752c4;
|
||||
}
|
||||
|
||||
.login-note {
|
||||
font-size: 0.8rem !important;
|
||||
margin-top: 1rem !important;
|
||||
}
|
||||
|
||||
/* ===================== MODAL ===================== */
|
||||
.modal-overlay {
|
||||
align-items: center;
|
||||
background: rgba(0, 0, 0, 0.7);
|
||||
display: flex;
|
||||
inset: 0;
|
||||
justify-content: center;
|
||||
position: fixed;
|
||||
z-index: 100;
|
||||
}
|
||||
|
||||
.modal {
|
||||
background: var(--colour-surface);
|
||||
border: 1px solid var(--colour-border);
|
||||
border-radius: var(--radius-lg);
|
||||
max-width: 420px;
|
||||
padding: 2rem;
|
||||
text-align: center;
|
||||
width: 90%;
|
||||
}
|
||||
|
||||
.modal h2 {
|
||||
font-size: 1.4rem;
|
||||
margin-bottom: 0.75rem;
|
||||
}
|
||||
|
||||
.modal p {
|
||||
color: var(--colour-text-muted);
|
||||
margin-bottom: 0.75rem;
|
||||
}
|
||||
|
||||
.modal-note {
|
||||
font-size: 0.8rem;
|
||||
}
|
||||
|
||||
.modal-close-button {
|
||||
background: var(--colour-accent);
|
||||
border: none;
|
||||
border-radius: var(--radius);
|
||||
color: #fff;
|
||||
cursor: pointer;
|
||||
font-size: 1rem;
|
||||
font-weight: 700;
|
||||
margin-top: 0.5rem;
|
||||
padding: 0.6rem 2rem;
|
||||
transition: background 0.15s;
|
||||
}
|
||||
|
||||
.modal-close-button:hover {
|
||||
background: var(--colour-accent-light);
|
||||
}
|
||||
|
||||
/* ===================== UTILITY ===================== */
|
||||
.error {
|
||||
color: var(--colour-error);
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.success {
|
||||
color: var(--colour-success);
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.loading-screen,
|
||||
.error-screen {
|
||||
align-items: center;
|
||||
display: flex;
|
||||
height: 100vh;
|
||||
justify-content: center;
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
{
|
||||
"extends": "@nhcarrigan/typescript-config",
|
||||
"compilerOptions": {
|
||||
"outDir": "./prod",
|
||||
"rootDir": ".",
|
||||
"jsx": "react-jsx",
|
||||
"lib": ["ES2022", "DOM", "DOM.Iterable"],
|
||||
"target": "ES2022"
|
||||
},
|
||||
"exclude": ["test/**/*.ts", "test/**/*.tsx"]
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
import react from "@vitejs/plugin-react";
|
||||
import { defineConfig } from "vite";
|
||||
|
||||
export default defineConfig({
|
||||
plugins: [react()],
|
||||
server: {
|
||||
port: 5173,
|
||||
proxy: {
|
||||
"/api": {
|
||||
target: "http://localhost:3001",
|
||||
rewrite: (path) => path.replace(/^\/api/, ""),
|
||||
},
|
||||
},
|
||||
},
|
||||
build: {
|
||||
outDir: "dist",
|
||||
},
|
||||
});
|
||||
@@ -0,0 +1,19 @@
|
||||
import { defineConfig } from "vitest/config";
|
||||
|
||||
export default defineConfig({
|
||||
test: {
|
||||
environment: "jsdom",
|
||||
coverage: {
|
||||
provider: "v8",
|
||||
include: ["src/**/*.ts", "src/**/*.tsx"],
|
||||
exclude: ["src/types/**/*.ts", "src/main.tsx"],
|
||||
thresholds: {
|
||||
statements: 100,
|
||||
branches: 100,
|
||||
functions: 100,
|
||||
lines: 100,
|
||||
},
|
||||
},
|
||||
include: ["test/**/*.spec.ts", "test/**/*.spec.tsx"],
|
||||
},
|
||||
});
|
||||
Reference in New Issue
Block a user