66 Commits

Author SHA1 Message Date
Frank Schwenk
6da7a5f4e2 Merge feature/winnerbreak-wechselbreak-#28 into main (Refs #28) 2025-10-30 14:07:38 +01:00
Frank Schwenk
d22bbdb3dc fix(#28): preselect Winnerbreak on break rule step
- Default selection set to 'winnerbreak' so right arrow is available immediately
- Fallback to stored lastBreakRule or Winnerbreak

Refs #28
2025-10-30 14:04:11 +01:00
Frank Schwenk
3e2264ad9d fix(#28): disable BreakRule right arrow until selection made
- BreakRuleStep now starts with no selection when not prefilled
- Right arrow disabled and dimmed until a rule is chosen (like game type)
- Keeps auto-advance on clicking a rule

Refs #28
2025-10-30 13:57:05 +01:00
Frank Schwenk
77173718c1 fix(#28): add right arrow to BreakRule step and correct back nav
- BreakRule step now shows a right arrow that advances using current selection
- Back navigation from BreakRule returns to Race To instead of exiting to list

Refs #28
2025-10-30 13:47:13 +01:00
Frank Schwenk
ed90b47348 fix(#28): use right arrow on Race To step and fix type issue
- Replace checkmark with right arrow on Race To submit button
- Cast raceTo to string for parseInt in quick-pick highlight

Refs #28
2025-10-30 13:44:20 +01:00
Frank Schwenk
b152575e61 fix(#28): show progress indicator on all steps with 7-step count
- Added indicator to BreakRule and BreakOrder steps
- Updated all steps to display 7 dots and correct active state

Refs #28
2025-10-30 12:32:13 +01:00
Frank Schwenk
f88db204f7 feat(#28): persist last-used break settings in localStorage
- Preload BreakRule and BreakOrder steps from localStorage defaults
- Save selections (rule, first, second) when chosen to speed future setup

Refs #28
2025-10-30 12:27:01 +01:00
Frank Schwenk
bc1bc4b446 fix(#28): finalize game creation on first-break selection
- NewGameScreen now calls onCreateGame after BreakOrder step instead of stopping
- Ensures flow creates game and navigates to detail after selecting breaker

Refs #28
2025-10-30 12:15:38 +01:00
Frank Schwenk
75fc0668bb fix(#28): remove duplicate rendering of BreakRule/BreakOrder steps
- NewGameScreen accidentally rendered break steps twice; cleaned up conditionals

Refs #28
2025-10-30 12:13:59 +01:00
Frank Schwenk
d3083c8c68 chore(#28): use descriptive titles for each creation step
- Player 1/2/3: “Name Spieler X”
- Game type: “Spielart auswählen”
- Race to: “Race To auswählen”
- Break rule: “Break-Regel wählen”
- First break: “Wer bricht zuerst?”

Refs #28
2025-10-30 12:07:17 +01:00
Frank Schwenk
2e0855e781 chore(#28): restore new game step titles without step counters
- Reintroduce 'Neues Spiel' titles on all creation steps
- Remove only the 'Schritt X/Y' portions as requested

Refs #28
2025-10-30 12:03:20 +01:00
Frank Schwenk
81c7c9579b feat(#28): reorder new game steps and remove step labels
- Order: player1 → player2 → player3 → game type → race to → break type → first break
- Removed all step title labels from forms; kept progress dots only
- Adjusted navigation and back behavior accordingly

Refs #28
2025-10-30 12:01:39 +01:00
Frank Schwenk
dc1d9a23a9 feat(#28): add continue arrow and auto-advance in BreakOrder step
- Auto-advance when selecting first breaker for Winnerbreak and 2-player Wechselbreak
- Keep auto-advance after choosing second for 3-player Wechselbreak
- Add explicit right arrow to continue manually based on current selection

Refs #28
2025-10-30 11:51:36 +01:00
Frank Schwenk
a11d41f934 feat(#28): place breaker indicator inline to the right of player name
- Indicator now renders after the name, inline, sized to 1em height
- Tooltip/aria-label remains “Break”

Refs #28
2025-10-30 11:47:46 +01:00
Frank Schwenk
1bd9919b6b feat(#28): add break rule & order to games and UI
- Types: add BreakRule, break metadata to StandardGame, extend NewGameData/steps
- NewGame: add BreakRule and BreakOrder steps with auto-advance
- NewGameScreen: wire new steps into flow
- GameService: set up defaults, persist break order, compute next breaker on +1
- GameDetail: show breaker indicator; treat -1 as undo equivalent

Backfill defaults for existing games via service logic.

Refs #28
2025-10-30 11:34:26 +01:00
Frank Schwenk
147906af59 refactor: remove toast notifications from game detail
- Delete Toast component and styles
- Remove all toast usage from GameDetail

Simplifies UX and eliminates transient notifications.

Refs #26
2025-10-30 11:05:27 +01:00
Frank Schwenk
634d012097 fix(ui): prevent winner modal icons from clipping
Increase top padding, set overflow visible, and position decorative icons inside container so emojis are fully visible.

Refs #26
2025-10-30 10:50:24 +01:00
Frank Schwenk
301d5b131c feat(ux): auto-advance on game type and race selection
- Step 4: selecting a game type immediately advances to step 5
- Step 5: selecting Endlos or a quick-pick number immediately finalizes race-to

Improves flow by removing an extra click. No changes to validation.

Refs #26
2025-10-30 10:41:38 +01:00
Frank Schwenk
4c8b0cfed7 refactor(css): remove global :focus outline styles in index.css\n\nFocus rings were visually distracting for this app context; removed the global *:focus rule. Component-level focus where needed can be handled locally.\n\nRefs #26 2025-10-30 10:36:47 +01:00
Frank Schwenk
31ed600c97 fix(build): remove stray CSS brace causing esbuild minify warning
Fix unexpected '}' in src/styles/index.css after .btn--secondary:hover.\nEliminates Vite/esbuild css-syntax-error during production build.\n\nRefs #26
2025-10-30 10:34:30 +01:00
Frank Schwenk
d016868ff2 feat(ux): autofocus name inputs on new game steps\n\nFocus Player 1/2/3 inputs on mount and place caret at end for faster entry.\n\nNo behavior changes beyond focus; adheres to accessibility with native focus.\n\nRefs #26 2025-10-30 10:15:30 +01:00
Frank Schwenk
89300bc021 fix(ui): align delete icon inline in game list
Apply game-item grid layout to game list rows and switch to two-column layout (1fr auto) so the delete action has a fixed-width slot on the right.

Keeps existing delete button and accessibility attributes; prevents layout stretch.
No behavioral changes beyond layout; click targets unchanged.

Refs #26
2025-10-30 10:04:11 +01:00
Frank Schwenk
de502741e7 Merge github/main into main (resolve .gitea to upstream) 2025-10-30 09:44:14 +01:00
Frank Schwenk
8085d2ecc8 feat(storage): migrate to IndexedDB with localStorage fallback and async app flow
- Add IndexedDB service with schema, indexes, and player stats
- Migrate GameService to async IndexedDB and auto-migrate from localStorage
- Update hooks and App handlers to async; add error handling and UX feedback
- Convert remaining JSX components to TSX
- Add test utility for IndexedDB and migration checks
- Extend game types with sync fields for future online sync
2025-10-30 09:36:17 +01:00
Frank Schwenk
e89ae1039d fix: prevent endlos games from ending immediately on first score
- Change endlos raceTo from 0 to Infinity to prevent automatic completion
- Update NewGame component to handle Infinity values properly
- Add Infinity checks in game completion and winner logic
- Fix game progress calculation for endless games

Fixes issue where selecting 'endlos' mode would end the match
immediately when any player scored their first point.
2025-10-28 16:44:57 +01:00
Frank Schwenk
8bbe3b9b70 refactor: consolidate game components and add toast notifications
- Remove EndlosGame support and GameDetail141.jsx component
- Add Toast notification system with CSS styling
- Refactor GameCompletionModal with enhanced styling
- Improve GameDetail component structure and styling
- Add BaseLayout.astro for consistent page structure
- Update gameService with cleaner logic
- Enhance global styles and remove unused constants
- Streamline navigation components
2025-10-28 16:30:39 +01:00
Frank Schwenk
d1e1616faa Merge pull request #2 from froxxxy/cursor/fix-ui-flaws-for-tablet-aesthetics-5dab
Fix ui flaws for tablet aesthetics
2025-06-24 14:03:44 +02:00
Cursor Agent
6058de5103 Refactor UI with design system, tablet optimization, and enhanced styling 2025-06-24 12:02:35 +00:00
Frank Schwenk
eb005b1c05 Merge pull request #1 from froxxxy/cursor/refactor-project-for-reusability-and-best-practices-b090
Refactor project for reusability and best practices
2025-06-24 13:46:13 +02:00
Cursor Agent
6f626c9977 Refactor BSC Score to Astro, TypeScript, and modular architecture 2025-06-24 11:44:19 +00:00
Frank Schwenk
bcf793b9e3 fix(14-1): re-rack logic, turn button label, and foul input
- Re-rack logic fixed to accumulate and score correctly
- Turn switch button now shows two opposing arrows (⇄)
- Two foul buttons replaced by a single 'Foul -1' button styled like re-rack, can be pressed multiple times

Refs #26
2025-06-24 11:06:20 +02:00
Frank Schwenk
e6a5dcebbe feat(14-1): manual turn change and input accumulation
- Turns are now only changed by a big, prominent button
- Players can make multiple inputs (balls left, fouls, re-rack) before changing turns
- Players can change turn with no input (0 balls potted, 0 foul)
- All actions are accumulated in local state and finalized on turn change
- No automatic turn changes remain

Refs #26
2025-06-24 11:01:28 +02:00
Frank Schwenk
c6557dc050 feat(14-1): show sum of foul points per player per round in log table
- Table now groups turns into rounds (Aufnahmen) and displays sum of all foul points (including penalties) for each player in each round
- Improves clarity and accuracy of move log for 14/1

Refs #26
2025-06-24 10:53:37 +02:00
Frank Schwenk
b8bc3f8a5c fix(14-1): remove '0' ball button from end-of-turn grid
- The '0' button is no longer shown in the 'Bälle am Ende der Aufnahme' grid
- Only buttons for 1–15 balls are now available, matching real game scenarios

Refs #26
2025-06-24 10:40:28 +02:00
Frank Schwenk
ed552b3fbe style(14-1): make active player highly visible in game view
- Active player card now features thick, glowing orange border, strong background highlight, left accent bar, and animated pulse
- Player name and score have increased contrast for unmistakable visibility

Refs #26
2025-06-24 10:39:21 +02:00
Frank Schwenk
f0a91724d2 fix(14-1): correct re-rack scoring and table reset
- Player score incremented by (balls on table before re-rack + balls added - 15)
- Balls on table always set to 15 after re-rack
- Log entry includes all relevant details for traceability

Refs #26
2025-06-24 10:36:51 +02:00
Frank Schwenk
7d4cc30e97 style(new-game): restrict player color backgrounds to player input steps
- Only player input containers use the new color backgrounds, borders, and shadows
- Game type selection and other steps are visually unaffected
- Ensures clear, consistent player association without UI side effects

Refs #26
2025-06-24 10:17:58 +02:00
Frank Schwenk
592ba57286 fix(ui): prevent auto keyboard popup on player select
- Removed autoFocus from player input fields in new game creation
- Prevents on-screen keyboard from opening automatically on mobile

Refs #26
2025-06-24 10:13:30 +02:00
Frank Schwenk
0b5fa3f697 style(ui): make 'Neues Spiel' button visually prominent
- Increased size, padding, and border radius of the button
- Changed background to bold orange with white text
- Added a plus icon before the text
- Added drop shadow and modern hover effect for emphasis

Refs #26
2025-06-24 10:10:38 +02:00
Frank Schwenk
0247c7d384 feat(new-game): dynamic race-to quick picks and defaults for 14/1
- Passes selected game type to RaceToStep in App.jsx
- RaceToStep now shows quick pick values 60, 70, 80, 90, 100 (default 80) for 14/1, 1–9 (default 5) for others
- Number input always displays the default if none selected, updates on game type change
- Updates .gitea to reference issue #26 for traceability

Refs #26
2025-06-24 10:08:07 +02:00
Frank Schwenk
68434f885d feat(game-14.1): Implement undo, forfeit, log, and stats
- Implements a robust undo feature using a state stack.
- Adds a 'Forfeit' button to allow a player to concede the game.
- Introduces a 'Game Log' to track all turns, fouls, and re-racks.
- Calculates and displays post-game statistics (highest run, avg. pots/turn).
- All changes are related to issue #21.
2025-06-22 11:05:51 +02:00
Frank Schwenk
aa5ef1c5b2 feat(14.1): Implement foul system
Implements a comprehensive foul system for the 14.1 game mode as per issue #20.

- **`src/components/GameDetail141.jsx`**

    - Adds `handleFoul` function to manage standard (-1pt) and break (-2pt) fouls.

    - Implements logic for the 3-consecutive-foul rule, applying a -15pt penalty.

    - Adds foul counters and a visual warning for players with 2 consecutive fouls.

    - Resets the consecutive foul counter on a legal (non-foul) turn.

- **`src/components/GameDetail.module.css`**

    - Adds styles for foul buttons (`.foul-btn`).

    - Adds styles for the foul counter indicator (`.foul-indicator`) and warning (`.foul-warning`).

This commit fulfills the requirements for issue #20. The `.gitea` file is left unstaged as it points to the next issue to be worked on.
2025-06-22 10:43:21 +02:00
Frank Schwenk
6a25c18153 feat(game-14-1): Implement re-rack logic and scoring hooks
Implements the re-rack functionality and prepares the scoring system for foul integration, as detailed in issue #19.

- Adds '+14' and '+15' re-rack buttons to the game view.
- Creates a  function to update the number of balls on the table.
- Modifies the  function to accept an optional  argument, preparing it for the next phase of development.

Closes #19
2025-06-20 16:07:38 +02:00
Frank Schwenk
a71c65852d feat(game-14-1): Implement phase 1 foundation
Implements the foundational UI and logic for the 14.1 Endless game mode, as detailed in issue #18.

- Adds a new  component to handle the specific game view.
- Introduces a modal within the game view to select the starting player.
- Replaces text input with a button grid for selecting remaining balls.
- Updates  to correctly initialize the 14.1 game state.

Closes #18
2025-06-20 15:35:38 +02:00
Frank Schwenk
875e9c8795 feat: Implement rematch functionality
Refs #17

Adds a 'Rematch' button to the game completion modal.

Introduces a 'handleRematch' function in 'App.jsx' to create a new game with the same players and settings as the previous game.

The 'onRematch' handler is passed down to the 'GameCompletionModal' component.

Adds '.gitea' to '.gitignore' to prevent tracking local issue context.
2025-06-20 13:35:42 +02:00
Frank Schwenk
429d479f69 feat: Implement score increment on click and cleanup CSS
- Implemented score increment functionality directly on the score display in GameDetail.jsx.

- Deleted obsolete ValidationModal.module.css to finalize style consolidation.

- This resolves all outstanding tasks for the refactor and adds a minor feature enhancement.

- Closes #1
2025-06-20 13:01:30 +02:00
Frank Schwenk
dbc173f57b feat: optimize player selection for touch input
- Increases the number of quick-pick buttons from 4 to 10.
- Adds a '...' button that appears when more than 10 players exist in history.
- Clicking '...' opens a scrollable modal listing all past players for easy selection.
- This provides a much faster player selection flow on touch devices.

Closes #4
2025-06-20 11:03:37 +02:00
Frank Schwenk
b466dd2a0a feat: complete wizard navigation for all steps
- Adds forward navigation arrows to the 'Game Type' and 'Race To' steps in the new game wizard.
- Unifies navigation logic across all five steps.
- Users can now review their selections before proceeding.

Closes #11
2025-06-20 10:44:27 +02:00
Frank Schwenk
14fd711858 refactor: Update Race To step UI and logic
- Renames 'Offen' to 'Endlos' and moves it to a separate line.
- Extends quick-pick buttons to include 1-9.
- Removes 'Custom' button and makes numeric input always visible.
- Updates placeholder text for the custom input.
- Closes #10
2025-06-20 10:23:14 +02:00
Frank Schwenk
1c77661dbc feat: Implement Game Type selection step
- Adds the 'GameTypeStep' to the new game wizard.
- Features large, touch-friendly buttons for selecting game types.
- Selection automatically proceeds to the next step.
- Includes progress indicator and back navigation.
- Closes #9
2025-06-20 10:16:13 +02:00
Frank Schwenk
47554cdd27 feat: Implement Player 3 input step
- Implemented the third step of the new game creation wizard for Player 3's name input.
- The step is optional and includes a 'Skip' button.
- Includes autosuggestions from player history and quick-pick buttons.
- Aligned styling and layout with previous steps, including fixes for button alignment.
- Closes #8
2025-06-20 10:10:32 +02:00
Frank Schwenk
a2b618ce16 feat(wizard): Player 2 step and multi-step navigation
- Add Player2Step component for player 2 name input
- Implement multi-step wizard logic in App.jsx
- Player 1/2 steps now allow forward/back navigation
- Left arrow on Player 2 returns to Player 1, not abort
- Prepare placeholders for further steps

Closes #7
2025-06-18 20:59:05 +02:00
Frank Schwenk
76ef005cda feat(wizard): Player 1 step UI overhaul
- Quick-pick now advances to next step
- Added clear (×) icon to input field
- Replaced navigation buttons with large left/right arrows
- All controls are touch-friendly and visually prominent

Closes #6
2025-06-18 20:48:28 +02:00
Frank Schwenk
d1379985f3 refactor: deduplicate modal/button styles and enforce global utility usage
- Consolidated all modal-related styles into Modal.module.css; ValidationModal.module.css is now deprecated
- All main action/navigation buttons in NewGame and GameDetail use global .btn/.nav-buttons utility classes
- Removed duplicate utility classes from component CSS files
- Fixed .fullscreenToggle class naming for consistency
- Cleaned up component CSS to only contain component-specific styles
- Updated GameCompletionModal to use shared modal styles

This ensures DRY, maintainable, and consistent styling across the app.
2025-06-06 16:42:11 +02:00
Frank Schwenk
209df5d9f2 refactor: apply Astro, Preact, and general best practices to src
- Refactored all components in src/components to:
  - Use arrow function components and prop destructuring
  - Add JSDoc for all exported components
  - Improve accessibility (aria-labels, roles, etc.)
  - Use correct key usage in lists
  - Add comments for non-obvious logic
  - Use modern event handler patterns and memoization where appropriate
- Refactored src/pages/index.astro:
  - Removed <html>, <head>, and <body> (should be in layout)
  - Used semantic <main> for main content
  - Kept only necessary imports and markup
- Refactored src/styles/index.css:
  - Removed duplicate rules
  - Ensured only global resets/utilities are present
  - Added comments for clarity
  - Ensured no component-specific styles are present
  - Used consistent formatting

Brings the codebase in line with modern Astro and Preact best practices, improves maintainability, accessibility, and code clarity.
2025-06-06 16:28:57 +02:00
Frank Schwenk
7cb79f5ee3 fix: modal overlay and game screen styling
- Move modal overlay CSS to global stylesheet for reliable overlay behavior
- Render GameCompletionModal outside main container for true overlay effect
- Refactor GameCompletionModal to use global overlay and local content styles
- Fix player score layout, color, and button styling on game detail screen
- Add global .modal and .modal.show classes to index.css
- Clean up CSS modules for modal content and responsive design

Fixes #<issue_number>
2025-06-06 15:56:04 +02:00
Frank Schwenk
d81c375f1e feat(new-game): prefill with last game, add clear-all button
- New Game form is now prefilled with the last created game's values
- Added 'Felder leeren' (Clear All) button at the top to reset all fields
- Improves speed and UX for repeated game entry

Refs #1
2025-06-06 13:11:03 +02:00
Frank Schwenk
c845b0cb51 refactor(new-game): modernize UI, remove player selects
- Refactored New Game screen to use a modern, card-like, dark-themed layout
- Removed select dropdowns for previous players, now only datalist+input for player names
- Updated paddings, backgrounds, borders, and font sizes for a visually consistent, modern look
- No logic changes, only markup and style

Refs #1
2025-06-06 12:54:13 +02:00
Frank Schwenk
b44b013f58 refactor: move filter bar to GameList and fix button styling
- Moved filter button bar from App.jsx to GameList.jsx for better separation of concerns.
- Updated GameList to accept filter/setFilter props and render the filter bar internally.
- Moved .new-game-button styles to global CSS for consistent styling.
- Ensured filter button styles remain in GameList.module.css.
- Improves modularity and UI consistency.
2025-06-06 12:22:55 +02:00
Frank Schwenk
8384d08393 refactor: migrate UI to Preact components and remove legacy Astro/JS
- Replaced all .astro components with .jsx Preact components and added corresponding CSS modules.
- Updated index.astro to use the new App Preact component; removed legacy script and Astro imports.
- Deleted obsolete .astro component files and main JS logic (src/scripts/index.js, public/scripts/index.js).
- Updated astro.config.mjs for Preact integration.
- Updated package.json and package-lock.json to include @astrojs/preact and preact.
- Updated tsconfig.json for Preact JSX support.
- Refactored index.css to keep only global resets and utility styles.
- All changes relate to Gitea issue #1 (refactor to astro app).

Migrates the UI from Astro/vanilla JS to a modular Preact component architecture, removing all legacy code and aligning the project with modern best practices.
Refs #1
2025-06-06 11:58:29 +02:00
Frank Schwenk
de07d6e7a2 refactor: modularize screens, styles, and logic
- Split monolithic index.astro into Astro components for each screen and modal
- Moved all styles to src/styles/index.css
- Moved all JS logic to src/scripts/index.js and public/scripts/index.js
- Updated event wiring and removed inline handlers for best practice
- Ensured all components and scripts are integrated and functional

Refs #1
2025-06-05 19:51:01 +02:00
Frank Schwenk
38916b026d Commit staged changes 2025-06-05 18:27:02 +02:00
Frank Schwenk
f2e11e74e1 Document and automate Cursor rules adaptation for Astro web app 2025-06-05 18:12:59 +02:00
Frank Schwenk
03cb869a0a Commit staged changes 2025-06-05 18:08:47 +02:00
Frank Schwenk
501e064711 Add PWA assets, update index.astro, set .gitea
- Added PWA-related files: LICENSE, favicon.ico, icon-192.png, icon-512.png, manifest.json, service-worker.js in public/
- Deleted legacy favicon.svg
- Major update to src/pages/index.astro: implements full responsive UI, PWA manifest, service worker registration, and touch/mobile optimizations
- Added/updated .gitea to track current Gitea issue for workflow compliance

Purpose: Implements PWA support and refactors the main page for the Astro app, aligning with the migration and refactor described in issue #1.

Refs #1
2025-06-05 12:14:59 +02:00
Frank Schwenk
7f6c0292cb Initialize Astro project structure and clean up legacy files\n\n- Added Astro project scaffolding and configuration:\n - .gitignore, .gitmodules, .vscode/extensions.json, .vscode/launch.json\n - astro.config.mjs, package.json, package-lock.json, tsconfig.json\n - public/favicon.svg, src/pages/index.astro\n- Added .cursor as a submodule (note: unstaged changes remain)\n- Removed legacy files from previous project setup:\n - LICENSE, TODO.md, favicon.ico, icon-192.png, icon-512.png, index.html, manifest.json, service-worker.js\n- Establishes a clean foundation for new development using Astro\n\nRefs #1 2025-06-05 12:05:02 +02:00
74 changed files with 12231 additions and 1948 deletions

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.cursor/README.md Normal file
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# Cursor Rules for BSC Score (Astro Web App)
## Summary of Rule Adaptations
This project uses the Cursor rules system to enforce best practices and workflow discipline. The following summarizes the rule adaptations, removals, and additions for this project:
### Enforced Rules
- All general development, git workflow, Gitea usage, discipline, and best practices rules are enforced.
- **best-practices-astro.mdc** is enforced, as the project is built with Astro.
- Type safety and code quality rules are relevant due to the use of TypeScript (via Astro's strict config).
### Not Relevant / Not Present
- No CLI, API, or data science rules are present or required, as this is a web application only.
- No rules were removed, as all present rules are applicable to the project domain.
### Project-Specific Adaptations
- See `.cursor/rules/project-adaptations.mdc` for a detailed rationale and documentation of all rule adaptations and exceptions.
### Maintenance
- When central rules are updated, all `.mdc` files in `.cursor/rules` should be re-reviewed and project-specific adaptations re-applied.
- If any conflicts or ambiguities arise, manual review will be requested.
---
This README documents the current state of rule enforcement and adaptation for the BSC Score project. For further details, consult the individual rule files in `.cursor/rules/` and the project adaptation summary.

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---
description:
globs:
alwaysApply: true
---
- Write clean, readable, and maintainable code
- Follow SOLID principles and DRY (Don't Repeat Yourself)
- Use meaningful variable and function names that explain their purpose
- Add comments for complex logic, but prefer self-documenting code
- Handle errors gracefully with proper error handling
- Implement proper logging and debugging practices
- Use consistent indentation and formatting
- Avoid deep nesting - prefer early returns and guard clauses
- Keep functions small and focused on single responsibilities
- Use type safety when available (TypeScript, JSDoc, etc.)

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---
description:
globs:
alwaysApply: true
---
# /dev Folder Rules
## Resource Management Protocol
- Resources in `/dev` are staging materials that require processing before production use
- NEVER automatically copy resources from `/dev` to production locations
- ONLY move or process `/dev` resources when explicitly instructed by user
- Maintain original files in `/dev` unless specifically told to remove them
## Quick and Dirty (QnD) Scripts Protocol
- `/dev` is the designated location for quick prototyping scripts
- QnD scripts in `/dev` don't need to follow full production code standards
- Focus on functionality over code quality for QnD scripts
- Document script purpose with minimal comments
- Use descriptive filenames that indicate script function
- QnD scripts should be marked clearly (e.g., `qnd_` prefix or `.qnd.` in filename)
## Proof of Concept (POC) Protocol
- All POC development happens exclusively in `/dev`
- POC code should be isolated from production codebase
- POC code can be experimental and doesn't require full error handling
- When POC is approved for production, create separate implementation outside `/dev`
## Temporary Files Management
- Use `/dev` for all temporary files created during development process
- User-created temporary files can be placed directly in `/dev`
## Safety and Cleanup Rules
- NEVER delete files from `/dev` without explicit user permission
- Ask before moving files out of `/dev` to production locations
- Maintain clear separation between `/dev` content and production code
## Exclusions and Restrictions
- Production builds should NEVER reference files directly from `/dev`
- `/dev` paths should not be hardcoded in production configuration
- `/dev` is not for production dependencies or critical system files

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description:
globs:
alwaysApply: true
---
# Development Discipline Rules
## Precision Over Presumption
- NEVER add functionality that wasn't explicitly requested
- NEVER speculate beyond the current scope of work
- NEVER assume requirements or extend beyond stated needs
- If uncertain about any aspect, state "I don't know" rather than guessing
- Stick to the exact scope defined in the request
## File Modification Protocol
- NEVER modify files if the user's prompt ends with a question mark (?)
- NEVER assume permission to refactor existing code
- Only modify files when explicitly instructed to do so
- Always ask for permission before making structural changes
## Code Quality Enforcement (Zero Tolerance)
- Every line of code must be bug-free, secure, and maintainable
- Violations of DRY (Don't Repeat Yourself) are unacceptable
- Violations of KISS (Keep It Simple, Stupid) are unacceptable
- Code must be self-documenting with meaningful names
- Comments should explain "why" not "what"
- Names must reveal intent clearly
## Technical Standards (Non-Negotiable)
- Correctness takes priority over performance
- Readability is paramount in all code decisions
- Every solution must include:
- Comprehensive error handling
- Input validation
- Consideration of failure modes
- Edge case handling
- Design pattern choices must be justified (e.g., "Using Factory pattern here because...")
## Violation Response Protocol
- If a rule conflicts with a user request:
1. Clearly state the specific conflict
2. Refuse the action until the conflict is resolved
3. Provide alternative approaches if possible
- Example responses:
- "This would violate DRY principle because... Alternative approach: ..."
- "Cannot modify files - prompt ends with '?'. Did you mean to ask a question instead?"

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---
description:
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---
# Git Workflow Rules
## Zero Autonomy on Git Operations
- NEVER stage, commit, or push code without explicit user instruction
- NEVER assume permission to perform git operations
- If asked about git status, only provide information - do not take action
## Commit Protocol (When Explicitly Asked)
When user requests a commit, follow this exact sequence:
1. **Review Phase**:
- List ALL modified files with their status (M/A/D)
- List ALL added files that will be staged
- List ALL deleted files
- Check for any files that should be included but aren't staged
2. **Summary Phase**:
- Generate commit title (≤50 characters, imperative mood)
- Create detailed bulleted summary including:
- Which files were changed and how
- What logic was modified/added/removed
- Impact of changes on functionality
- Purpose statement (e.g., "Fix race condition" → "Patches race condition in user authentication flow")
3. **Confirmation Phase**:
- Present the complete commit message for approval
- Show exactly what will be committed
- Wait for explicit confirmation before executing
- If user rejects, ask for specific changes to the commit message
## Git Safety Rules
- If no changes detected when asked to commit: "No changes detected. Aborting as per Git rules."
- If conflicts exist, report them but do not resolve without instruction
- Never force push or use destructive git operations
- Always use conventional commit format when generating messages

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---
description:
globs:
alwaysApply: true
---
# Gitea Usage Rules
## Purpose
Establish disciplined, transparent, and user-aligned protocols for using Gitea, especially regarding issue management and traceability between code and issues.
## Rules
1. **Stick to the Current Selected Issue**
- Always work with a clearly selected, active Gitea issue.
- All code changes must be associated with the currently selected issue.
- If you need to switch issues, document the switch and update the new issue context before proceeding.
2. **Update Issues After Commits**
- After every commit, update the relevant Gitea issue(s) with a summary of the changes made.
- Include references to commit hashes and affected files or features.
- If the commit resolves or partially addresses the issue, state this explicitly in the issue update.
3. **Link Commits in Issues**
- Every commit message must reference the relevant Gitea issue by its number (e.g., `Fixes #42` or `Refs #42`).
- When updating an issue, include direct links to the commit(s) in Gitea for traceability.
- Use Gitea's markdown syntax to create clickable links to commits and related issues.
4. **Issue-Driven Workflow**
- Do not make code changes without an associated issue.
- If a new task arises, create a Gitea issue before starting work.
- Use issues to track discussions, decisions, and progress.
5. **Responsibility for Issue Hygiene**
- Keep issue status, labels, and assignees up to date.
- Close issues only when fully resolved and after confirming with all stakeholders if needed.
- Document any ambiguity or blockers in the issue before pausing or switching context.
6. **Current Issue Tracking via .gitea File**
- A file named `.gitea` can exist in the project root, containing the URL of the currently selected Gitea issue (e.g., `https://gitea.schwenk.online/froxxxy/vfbred/issues/3`).
- The AI assistant will read this file to determine the current project name and issue number for all Gitea-related operations.
## Rationale
These rules ensure that all work is traceable, communication is clear, and project history is auditable. They foster accountability and make onboarding, reviews, and audits more efficient.

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---
description:
globs:
alwaysApply: false
---
# Cursor Rules Automated Installation & Configuration Guide
You are to follow these instructions after this `rules` folder has been copied into the project's `.cursor` directory. Your goal is to configure and adapt the rules for this specific project with minimal manual intervention.
## 1. Review Rule Files
- Read all `.mdc` files in `.cursor/rules`.
- Identify any rules that are not relevant to this project's framework, language, or domain.
- List which files should be removed, renamed, or adapted, and propose new rules if needed.
## 2. Adaptation
- For each rule that requires adaptation (e.g., framework-specific best practices), generate a new `.mdc` file (e.g., `best-practices-react.mdc`, `best-practices-python.mdc`) with appropriate content.
- Remove or archive irrelevant rules (e.g., Astro-specific rules in a non-Astro project).
- If the project is not web-based, create domain-specific rules (e.g., `cli-ux.mdc`, `api-design.mdc`, `data-best-practices.mdc`).
## 3. Project-Specific Customization
- Analyze the project structure and requirements.
- Create a `project-adaptations.mdc` file summarizing any overrides, extensions, or exceptions to the default rules.
- Document all changes and the reasoning behind them.
## 4. Documentation
- Update `.cursor/README.md` to summarize all rule adaptations, removals, and additions.
- Clearly state which rules are overridden, ignored, or extended for this project.
## 5. Maintenance
- When the central rules are updated, re-read all `.mdc` files in `.cursor/rules`.
- Re-apply project-specific adaptations and update documentation as needed.
- Alert the user if any manual review is required due to conflicts or ambiguities.
---
**General Principle:**
- Automate as much of the review, adaptation, and documentation process as possible.
- Only request user input if clarification or conflict resolution is required.

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---
description:
globs:
alwaysApply: true
---
- Use Model Context Protocol (MCP) servers when available and appropriate
- Leverage MCP for enhanced functionality like file system operations, API integrations, or specialized tools
- Prefer MCP-based solutions over manual implementations when MCP servers are available
- Utilize MCP for better context awareness and cross-system integration
- Check for available MCP servers before implementing custom solutions
- Use MCP for database operations, external API calls, and system integrations when possible
- Ensure MCP usage aligns with security best practices and project requirements

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---
description:
globs:
alwaysApply: true
---
- Always reference and stay aligned with the requirements in [prd.md](mdc:docs/prd.md)
- Before making any significant changes, verify they align with the PRD specifications
- If a proposed change conflicts with the PRD, flag it and ask for clarification
- Ensure all new features and modifications serve the goals outlined in the PRD
- Maintain consistency with the project scope and user stories defined in the PRD
- Consider the technical requirements and constraints mentioned in the PRD
- Validate that implementations match the expected user experience described in the PRD

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description:
globs:
alwaysApply: false
---
# Project-Specific Rule Adaptations for BSC Score (Astro Web App)
## Overview
This project is a modern, responsive web application for tracking billiards scores, built with Astro and vanilla JavaScript. The following adaptations and exceptions apply to the default Cursor rules:
## Rule Adaptations & Removals
- **best-practices-astro.mdc**: Kept and enforced, as the project is built with Astro.
- **CLI/API/Non-Web Rules**: No CLI, API, or data science rules are needed. No such rules exist in the current ruleset, so no removals are required.
- **All Other Rules**: All other rules are relevant and retained, as they apply to general development, git workflow, Gitea usage, discipline, and best practices for web projects.
## Reasoning
- The project is a web application using Astro, so Astro-specific best practices are required.
- There is no CLI, API, or non-web domain logic, so no domain-specific rules for those are needed.
- TypeScript is supported via Astro's strict config, so type safety rules are relevant.
## Overrides/Extensions
- No overrides or extensions are currently required. If the project scope changes (e.g., adds an API or CLI), new rules will be proposed.
## Documentation
- This file documents the rationale for rule selection and adaptation. All changes are summarized in .cursor/README.md as required.

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description:
globs:
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---
- When questions are asked, provide clear and comprehensive answers
- Do NOT make any code changes, file modifications, or implementations when answering questions
- Focus solely on explaining concepts, providing guidance, or clarifying requirements
- If examples are needed, present them as explanatory code blocks, not as file changes
- Ask for explicit confirmation before making any modifications to the codebase
- Separate informational responses from actionable requests clearly

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# Senior Developer Protocol Rules
## Expert-Level Assumption
- Assume user has expert-level technical competence
- NEVER explain basic programming concepts unless explicitly asked
- Phrases like "As you know..." are forbidden
- No patronizing simplifications - provide raw technical depth
- Prioritize implementation over theory unless explicitly requested
- Code examples > lengthy explanations
## Absolute Truthfulness Protocol
- NEVER lie by omission, approximation, or fabrication
- If uncertain about anything:
- Use "I don't know" as a hard stop - no guessing allowed
- Flag unverified information with "UNVERIFIED:" prefix
- If solution is suboptimal or controversial:
- "The standard approach is X, but it fails for Y. Here's why Z might be better, but risks A."
## No False Certainty
- Reject binary answers for ambiguous problems
- Use phrases like: "There's no consensus on this—here are the tradeoffs..."
- Always expose unknowns: "This answer depends on [unconfirmed variable]. Without testing, we can't be sure."
- Acknowledge when multiple valid approaches exist
## Correctness Over Politeness
- If user request has flaws (anti-patterns, security risks):
- "WARNING: This approach would cause X due to Y. Alternatives: A, B."
- If better tools/libraries exist:
- "You asked for X, but Y is industry-standard because... Shall I proceed with X anyway?"
- Challenge problematic requests directly and professionally
## Proof of Work Requirements
For complex answers, provide:
- Citations from official documentation or RFCs
- Benchmarks if performance is critical
- Explicit testing recommendations: "This is untested—would you like a prototype to validate?"
- References to industry standards and best practices
## Response Prefixes (Mandatory)
- Use "UNVERIFIED:" for uncertain information
- Use "OPINION:" for subjective recommendations
- Use "WARNING:" for potentially problematic approaches
- Use "UNTESTED:" for theoretical solutions
## Conflict Resolution
- If request is impossible or contradictory:
- "INVALID: This violates [principle X] because [Y]. Aborting."
- Provide clear reasoning for refusal
- Offer alternative approaches when possible

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description:
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---
# Thinking Process Rules
## Exploration First Protocol
- Always show uncertainty and reasoning process
- Use phrases like: "I'm debating between X and Y because..."
- Document failed approaches: "Approach A failed due to B; pivoting to C."
- Make the decision-making process transparent and auditable
## Atomic Step Reasoning
- Break down complex reasoning into numbered, simple sentences
- Show progression of thought clearly
- Revise thinking publicly: "Earlier I thought X, but now Y makes more sense because..."
- Each step should be independently understandable
## Proactive Problem Anticipation
- Propose unrequested but relevant solutions when critical
- Use format: "You didn't ask for error handling, but Z is critical because..."
- Identify potential issues before they become problems
- Suggest complementary improvements that align with the main request
## Auditable Decision Trail
- Document why specific approaches were chosen over alternatives
- Show trade-off analysis: "Chose X over Y because of performance, but sacrifices readability"
- Include decision context: "Given constraints A and B, solution C is optimal"
- Make it easy to understand the reasoning behind technical choices
## Iterative Refinement Process
- Start with initial assessment
- Show how understanding evolves
- Document assumption changes
- Acknowledge when new information changes conclusions
- Example: "Initial analysis suggested X, but considering constraint Y, Z is actually better"
## Question Protocol Integration
- When user prompt starts with "QUESTION":
- Provide thorough answer using above thinking process
- Do NOT modify any files
- Focus entirely on explanation and reasoning
- Make thinking process visible in the response

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# build output
dist/
# generated types
.astro/
# dependencies
node_modules/
# logs
npm-debug.log*
yarn-debug.log*
yarn-error.log*
pnpm-debug.log*
# environment variables
.env
.env.production
# macOS-specific files
.DS_Store
# jetbrains setting folder
.idea/
.gitea
dev/.gitea

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{
"recommendations": ["astro-build.astro-vscode"],
"unwantedRecommendations": []
}

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{
"version": "0.2.0",
"configurations": [
{
"command": "./node_modules/.bin/astro dev",
"name": "Development server",
"request": "launch",
"type": "node-terminal"
}
]
}

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# BSC Score
# BSC Score - Pool Scoring Application
A modern, responsive web application for tracking billiards scores. Built with vanilla JavaScript and designed for mobile-first usage.
A modern, responsive pool/billiards scoring application built with **Astro** and **Preact**, following best practices for maintainability, performance, and reusability.
## Features
## Features
- Track scores for different billiards game types (8-Ball, 9-Ball, 10-Ball, 14/1)
- Support for "Race to X" games
- Real-time score tracking
- Game history with active and completed games
- Player name history and quick selection
- Mobile-optimized touch interface
- Offline support with local storage
- Dark theme design
- **Multi-game Support**: 8-Ball, 9-Ball, 10-Ball, and 14/1 Endlos
- **Real-time Scoring**: Live score tracking with undo functionality
- **Player Management**: Automatic player name history and suggestions
- **Game Management**: Create, track, and manage multiple games
- **Responsive Design**: Optimized for mobile and desktop
- **Progressive Web App**: Offline support and app-like experience
- **TypeScript**: Full type safety for better development experience
## Usage
## 🏗️ Architecture
1. Open `index.html` in your web browser
2. Create a new game by clicking "Neues Spiel"
3. Select or enter player names
4. Choose game type and optional "Race to X" setting
5. Use the score buttons to track points during the game
6. Complete the game when finished
7. View game history and filter by status
This project has been refactored following modern software development best practices:
## Development
### **Separation of Concerns**
- **Services Layer**: Game data management and localStorage operations
- **Custom Hooks**: Reusable state management logic
- **Components**: UI components with single responsibilities
- **Utils**: Pure utility functions for common operations
The application is built using:
- Vanilla JavaScript (ES6+)
- HTML5
- CSS3
- LocalStorage for data persistence
### **Type Safety**
- Full TypeScript implementation
- Comprehensive type definitions for game domain
- Type-safe component props and state management
No build process or dependencies required. Simply clone the repository and open `index.html` in a web browser.
### **Component Architecture**
```
src/
├── components/
│ ├── ui/ # Reusable UI components (Button, Card, Layout)
│ ├── screens/ # Screen-level components
│ └── ... # Feature-specific components
├── hooks/ # Custom React/Preact hooks
├── services/ # Business logic and data management
├── types/ # TypeScript type definitions
├── utils/ # Pure utility functions
└── styles/ # Global styles and CSS modules
```
## Project Structure
### **State Management**
- **useGameState**: Centralized game data management
- **useNavigation**: Screen and routing state
- **useModal**: Modal state management
- **Custom hooks**: Encapsulated, reusable state logic
The project consists of the following key files:
- `index.html`: Main application file containing HTML, CSS, and JavaScript
- `README.md`: Project documentation and setup instructions
- `LICENSE`: GNU GPLv3 license text
- `TODO.md`: Roadmap and planned features
### **Design System**
- Consistent design tokens and CSS custom properties
- Reusable UI components with variant support
- Responsive design patterns
- Accessibility-first approach
## Features in Detail
## 🚀 Getting Started
### Core Features
- Score tracking for multiple billiards game types
- Player name history with quick selection
- Game status management (active/completed)
- Local storage for offline functionality
- Mobile-optimized interface
### Prerequisites
- Node.js 18+
- npm or yarn
### User Interface
- Dark theme design
- Touch-friendly controls
- Responsive layout
- Game type selection
- Player name management
### Installation
```bash
# Clone the repository
git clone <repository-url>
cd bscscore
### Data Management
- Local storage persistence
- Game history tracking
- Player name history
- Status filtering
# Install dependencies
npm install
## Contributing
# Start development server
npm run dev
```
1. Fork the repository
2. Create your feature branch (`git checkout -b feature/AmazingFeature`)
3. Commit your changes (`git commit -m 'Add some AmazingFeature'`)
4. Push to the branch (`git push origin feature/AmazingFeature`)
5. Open a Pull Request
### Available Scripts
```bash
npm run dev # Start development server
npm run build # Build for production
npm run preview # Preview production build
```
## Roadmap
## 📁 Project Structure
See [TODO.md](TODO.md) for a list of proposed features and known issues.
### **Core Components**
- `App.tsx` - Main application component with orchestrated state management
- `screens/` - Screen-level components (GameList, NewGame, GameDetail)
- `ui/` - Reusable UI components following design system
## License
### **State Management**
- `hooks/useGameState.ts` - Game CRUD operations and persistence
- `hooks/useNavigation.ts` - Application routing and screen state
- `hooks/useModal.ts` - Modal state management
This project is licensed under the GNU General Public License v3.0 - see the [LICENSE](LICENSE) file for details.
### **Business Logic**
- `services/gameService.ts` - Game creation, updates, and business rules
- `utils/gameUtils.ts` - Game-related utility functions
- `utils/validation.ts` - Input validation and sanitization
### **Type Definitions**
- `types/game.ts` - Game domain types
- `types/ui.ts` - UI component types
- `types/css-modules.d.ts` - CSS modules type support
## 🎯 Key Improvements
### **From Monolithic to Modular**
- **Before**: 360-line App component handling everything
- **After**: Separated concerns with focused, single-responsibility components
### **Type Safety**
- **Before**: JavaScript with PropTypes comments
- **After**: Full TypeScript with comprehensive type definitions
### **State Management**
- **Before**: All state in one component with prop drilling
- **After**: Custom hooks with proper encapsulation and reusability
### **Reusability**
- **Before**: Tightly coupled, single-use components
- **After**: Reusable UI components with variant support
### **Performance**
- **Before**: Client-side only rendering
- **After**: Astro's islands architecture with optimal hydration
### **Developer Experience**
- **Before**: No structure, mixed concerns
- **After**: Clear architecture, proper tooling, and documentation
## 🛠️ Technology Stack
- **Framework**: [Astro](https://astro.build/) - Islands architecture for optimal performance
- **UI Library**: [Preact](https://preactjs.com/) - Lightweight React alternative
- **Language**: [TypeScript](https://www.typescriptlang.org/) - Type safety and better DX
- **Styling**: CSS Modules with design tokens
- **Build Tool**: Vite (integrated with Astro)
## 📱 Progressive Web App
The application includes PWA features:
- Offline support with service worker
- App manifest for "Add to Home Screen"
- Optimized for mobile devices
- Fast loading with proper caching strategies
## 🎨 Design System
### **Design Tokens**
- Consistent color palette
- Standardized spacing and sizing
- Responsive breakpoints
- Accessibility-compliant contrast ratios
### **Component Variants**
- Button: `primary`, `secondary`, `danger`
- Card: `default`, `elevated`, `outlined`
- Sizes: `small`, `medium`, `large`
## 🧪 Best Practices Implemented
### **Code Quality**
- ✅ SOLID principles
- ✅ DRY (Don't Repeat Yourself)
- ✅ Single Responsibility Principle
- ✅ Proper separation of concerns
- ✅ TypeScript strict mode
### **Performance**
- ✅ Code splitting with Astro islands
- ✅ Optimized bundle size
- ✅ Efficient re-rendering with proper hooks
- ✅ CSS Modules for optimized styling
### **Accessibility**
- ✅ ARIA labels and roles
- ✅ Keyboard navigation support
- ✅ Screen reader compatibility
- ✅ High contrast support
### **Maintainability**
- ✅ Clear file structure
- ✅ Comprehensive documentation
- ✅ Type safety throughout
- ✅ Modular, testable components
## 🔧 Configuration
### **Astro Configuration**
- Preact integration with React compatibility
- TypeScript strict mode
- Optimized build settings
- Development server configuration
### **TypeScript Configuration**
- Strict type checking
- Modern ES2020+ features
- CSS Modules support
- Astro-specific types
## 📈 Future Improvements
- Unit and integration testing with Vitest
- E2E testing with Playwright
- Internationalization (i18n) support
- Advanced game statistics and analytics
- Real-time multiplayer support
- Game export/import functionality
## 🤝 Contributing
This codebase follows strict development principles:
1. Every feature must be type-safe
2. Components must be reusable and well-documented
3. Business logic must be separated from UI logic
4. All changes must follow the established architecture patterns
## 📄 License
[Include your license information here]

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# TODO List
## High Priority
1. Add game statistics
- Track win/loss ratio per player
- Show total games played
- Display average scores
- Show favorite game types per player
2. Implement game history
- Log score changes with timestamps
- Show who made which changes
- Allow reviewing game progression
3. Add confirmation for game completion
- Show final score summary
- Display winner announcement
- Option to undo completion
4. Improve error handling
- Validate all user inputs
- Show meaningful error messages
- Add recovery options for data issues
## Medium Priority
5. Add player profiles
- Player avatars/images
- Personal statistics
- Preferred game types
- Nickname support
6. Implement game rules
- Show rules for each game type
- Add rule validation for scoring
- Display fouls and penalties
7. Add search and filtering
- Search for specific games/players
- Filter by date ranges
- Sort by various criteria
- Advanced filtering options
8. Improve game type management
- Custom game types
- Configurable scoring rules
- Special game modes
## Lower Priority
9. Add themes and customization
- Dark/light mode toggle
- Custom color schemes
- Font size adjustments
- Layout options
10. Implement data backup
- Export to different formats
- Automatic backups
- Data recovery options
11. Add social features
- Share game results
- Player rankings
- Tournament support
- Challenge system
12. Improve accessibility
- Screen reader support
- Keyboard navigation
- High contrast mode
- Voice input support
## Nice to Have
13. Add animations and effects
- Score change animations
- Victory celebrations
- Transition effects
- Sound effects
14. Implement achievements
- Player milestones
- Special records
- Achievement badges
- Progress tracking
15. Add multi-language support
- Language selection
- Localized content
- RTL support
- Custom translations

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# BSC Score App - UI Improvements for Tablet Optimization
## Overview
This document outlines the comprehensive UI improvements made to enhance the aesthetic appeal and tablet usage experience of the BSC Score application.
## Key Improvements Implemented
### 1. Design System Implementation
- **CSS Custom Properties**: Established a comprehensive design token system with consistent colors, spacing, typography, and transitions
- **Responsive Typography**: Tablet-specific font scaling for optimal readability
- **Touch Target Optimization**: Minimum 44px touch targets on mobile, 48-56px on tablets
- **Consistent Spacing**: 8px-based spacing system with semantic naming (--space-xs through --space-xxl)
### 2. Enhanced Color System
- **Primary Color**: Orange (#ff9800) with hover states
- **Semantic Colors**: Success, danger, warning with consistent usage
- **Surface Colors**: Improved contrast and visual hierarchy
- **Text Colors**: Primary, secondary, and muted text colors for better readability
### 3. Tablet-Specific Optimizations
#### Layout Improvements
- **Max-width adjustments**: 900px for tablets vs 1200px for desktop
- **Adaptive padding**: Increased spacing on larger screens
- **Grid layouts**: Improved symmetry in filter buttons and game type selection
#### Touch Experience
- **Larger touch targets**: 56px minimum on tablets
- **Hover effects**: Subtle animations and visual feedback
- **Improved button spacing**: Better gaps between interactive elements
### 4. Component-Specific Enhancements
#### Game List
- **Grid-based layout**: Improved symmetry with CSS Grid
- **Enhanced cards**: Better shadows, borders, and hover effects
- **Symmetric filter buttons**: Equal width distribution
- **Improved visual hierarchy**: Game type badges, centered player names, highlighted scores
- **Better delete buttons**: Larger touch targets with improved styling
#### New Game Wizard
- **Progress indicator**: Visual step indicator with active state animations
- **Consistent spacing**: Uniform gaps throughout the form
- **Enhanced input fields**: Better focus states and clear buttons
- **Improved navigation**: Larger arrow buttons with better visual feedback
- **Game type/Race-to selection**: Grid-based layout for better alignment
#### Button System
- **Unified styling**: Consistent button variants (primary, secondary, danger)
- **Micro-interactions**: Hover animations and press states
- **Size variants**: Small, medium, large with tablet adjustments
- **Focus indicators**: Improved accessibility with visible focus rings
### 5. Responsive Design Enhancements
#### Breakpoints
- **Mobile**: < 768px
- **Tablet**: 768px - 1024px
- **Desktop**: > 1024px
#### Tablet-Specific Features
- **Horizontal navigation**: Better layout for tablet landscape mode
- **Increased font sizes**: Improved readability on tablet screens
- **Enhanced spacing**: More generous padding and margins
- **Grid adjustments**: Optimized column layouts for tablet screens
### 6. Aesthetic Improvements
#### Visual Polish
- **Gradient backgrounds**: Subtle gradients on player input sections
- **Enhanced shadows**: Layered shadow system for depth
- **Smooth transitions**: 0.15s to 0.3s transition durations
- **Border radius consistency**: Unified corner rounding
- **Backdrop blur**: Modal overlays with blur effects
#### Typography
- **Font stack**: Inter font with system fallbacks
- **Improved line height**: 1.5 for better readability
- **Font smoothing**: Antialiased text rendering
- **Weight hierarchy**: Consistent font weight usage
#### Interactive Elements
- **Shimmer effects**: Subtle shine animation on buttons
- **Transform effects**: Slight lift on hover states
- **Color transitions**: Smooth color changes on state updates
- **Scale animations**: Micro-interactions for button presses
### 7. Accessibility Improvements
- **Focus management**: Visible focus indicators
- **Touch target sizes**: WCAG compliant minimum sizes
- **Color contrast**: Improved contrast ratios
- **Keyboard navigation**: Enhanced tab order and interactions
## Testing Recommendations
### Tablet Testing
1. **iPad (10.9")**: Test in both portrait and landscape orientations
2. **Android tablets**: Various screen sizes and densities
3. **Touch interactions**: Verify all buttons and inputs are easily tappable
4. **Scrolling performance**: Ensure smooth scrolling with -webkit-overflow-scrolling
### Cross-Device Testing
1. **Mobile phones**: Verify mobile breakpoint adjustments
2. **Desktop browsers**: Ensure desktop experience isn't degraded
3. **Different orientations**: Test rotation on tablets
## Performance Considerations
- **CSS Variables**: Minimal performance impact with better maintainability
- **Transform animations**: Hardware-accelerated for smooth performance
- **Optimized selectors**: Efficient CSS targeting without over-qualification
## Future Enhancements
1. **Dark/Light theme toggle**: Leveraging CSS custom properties
2. **Advanced animations**: Page transitions and micro-interactions
3. **Gesture support**: Swipe gestures for tablet navigation
4. **Enhanced accessibility**: Screen reader optimizations
## Browser Support
- **Modern browsers**: Chrome 88+, Firefox 85+, Safari 14+
- **CSS Grid**: Full support across target browsers
- **CSS Custom Properties**: Native support, no fallbacks needed
## Conclusion
These improvements create a more polished, professional, and tablet-optimized experience while maintaining consistency across all device sizes. The design system approach ensures easy maintenance and future scalability.

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// @ts-check
import { defineConfig } from 'astro/config';
import preact from '@astrojs/preact';
// https://astro.build/config
export default defineConfig({
integrations: [
preact({
compat: true, // Enable React compatibility for better ecosystem support
})
],
// Build optimizations
build: {
inlineStylesheets: 'auto',
},
// Vite configuration for development
vite: {
define: {
'process.env.NODE_ENV': JSON.stringify(process.env.NODE_ENV),
},
css: {
modules: {
localsConvention: 'camelCase',
},
},
optimizeDeps: {
include: ['preact/hooks'],
},
},
// Development server configuration
server: {
port: 3000,
host: true,
},
// Performance and SEO optimizations
compressHTML: true,
});

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{
"name": "BSC Score",
"short_name": "BSC Score",
"description": "Pool Scoring App für den Billard Sport Club",
"lang": "de",
"start_url": ".",
"display": "fullscreen",
"background_color": "#1a1a1a",
"theme_color": "#000000",
"icons": [
{
"src": "icon-192.png",
"sizes": "192x192",
"type": "image/png"
},
{
"src": "icon-512.png",
"sizes": "512x512",
"type": "image/png"
}
]
}

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{
"name": "growing-galaxy",
"type": "module",
"version": "0.0.1",
"scripts": {
"dev": "astro dev --host",
"build": "astro build",
"preview": "astro preview",
"astro": "astro"
},
"dependencies": {
"@astrojs/preact": "^4.1.0",
"astro": "^5.9.0",
"preact": "^10.26.8"
},
"devDependencies": {
"@types/node": "^24.0.3"
}
}

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const CACHE_NAME = 'bscscore-v1';
const URLS_TO_CACHE = [
'/',
'/index.html',
'/manifest.json',
'/favicon.ico',
'/icon-192.png',
'/icon-512.png'
];
self.addEventListener('install', event => {
event.waitUntil(
caches.open(CACHE_NAME).then(cache => cache.addAll(URLS_TO_CACHE))
);
});
self.addEventListener('activate', event => {
event.waitUntil(
caches.keys().then(keys =>
Promise.all(keys.filter(key => key !== CACHE_NAME).map(key => caches.delete(key)))
)
);
});
self.addEventListener('fetch', event => {
event.respondWith(
caches.match(event.request).then(response =>
response || fetch(event.request).catch(() => caches.match('/index.html'))
)
);
});

275
src/components/App.tsx Normal file
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import { h } from 'preact';
import { useEffect, useCallback } from 'preact/hooks';
import { useGameState } from '../hooks/useGameState';
import { useNavigation, useNewGameWizard } from '../hooks/useNavigation';
import { useModal, useValidationModal, useCompletionModal } from '../hooks/useModal';
import { GameService } from '../services/gameService';
import type { StandardGame, Game, EndlosGame } from '../types/game';
import { Layout } from './ui/Layout';
import GameListScreen from './screens/GameListScreen';
import NewGameScreen from './screens/NewGameScreen';
import GameDetailScreen from './screens/GameDetailScreen';
import Modal from './Modal';
import ValidationModal from './ValidationModal';
import GameCompletionModal from './GameCompletionModal';
import FullscreenToggle from './FullscreenToggle';
/**
* Main App component for BSC Score
*/
export default function App() {
// State management hooks
const gameState = useGameState();
const navigation = useNavigation();
const newGameWizard = useNewGameWizard();
const modal = useModal();
const validationModal = useValidationModal();
const completionModal = useCompletionModal();
// Game lifecycle handlers
const handleCreateGame = useCallback(async (gameData: any) => {
try {
const gameId = await gameState.addGame(gameData);
newGameWizard.resetWizard();
navigation.showGameDetail(gameId);
} catch (error) {
console.error('Failed to create game:', error);
validationModal.showValidation('Failed to create game. Please try again.');
}
}, [gameState.addGame, newGameWizard.resetWizard, navigation.showGameDetail, validationModal.showValidation]);
const handleUpdateScore = useCallback(async (player: number, change: number) => {
if (!navigation.currentGameId) return;
const game = gameState.getGameById(navigation.currentGameId);
if (!game || game.status === 'completed') return;
try {
const updatedGame = GameService.updateGameScore(game as StandardGame, player, change);
// Add undo state for standard games
const gameWithHistory = {
...updatedGame,
undoStack: [...(game.undoStack || []), game],
updatedAt: new Date().toISOString(),
};
await gameState.updateGame(navigation.currentGameId, gameWithHistory);
// Check for completion
if (GameService.isGameCompleted(gameWithHistory)) {
completionModal.openCompletionModal(gameWithHistory);
}
} catch (error) {
console.error('Failed to update score:', error);
validationModal.showValidation('Failed to update score. Please try again.');
}
}, [navigation.currentGameId, gameState.getGameById, gameState.updateGame, completionModal.openCompletionModal, validationModal.showValidation]);
const handleUndo = useCallback(async () => {
if (!navigation.currentGameId) return;
const game = gameState.getGameById(navigation.currentGameId);
if (!game?.undoStack?.length) return;
try {
const lastState = game.undoStack[game.undoStack.length - 1];
const newUndoStack = game.undoStack.slice(0, -1);
await gameState.updateGame(navigation.currentGameId, {
...lastState,
undoStack: newUndoStack,
} as Game);
} catch (error) {
console.error('Failed to undo:', error);
validationModal.showValidation('Failed to undo. Please try again.');
}
}, [navigation.currentGameId, gameState.getGameById, gameState.updateGame, validationModal.showValidation]);
const handleForfeit = async () => {
if (!navigation.currentGameId) return;
const game = gameState.getGameById(navigation.currentGameId);
if (!game || !('players' in game)) return;
try {
const currentPlayerIndex = game.currentPlayer;
if (currentPlayerIndex === null) return;
const winner = game.players.find((_, idx) => idx !== currentPlayerIndex);
const forfeitedGame = {
...game,
status: 'completed' as const,
winner: winner?.name,
forfeitedBy: game.players[currentPlayerIndex].name,
updatedAt: new Date().toISOString(),
};
await gameState.updateGame(navigation.currentGameId, forfeitedGame);
completionModal.openCompletionModal(forfeitedGame);
} catch (error) {
console.error('Failed to forfeit game:', error);
validationModal.showValidation('Failed to forfeit game. Please try again.');
}
};
const handleFinishGame = () => {
if (!navigation.currentGameId) return;
const game = gameState.getGameById(navigation.currentGameId);
if (!game) return;
completionModal.openCompletionModal(game);
};
const handleConfirmCompletion = async () => {
if (!navigation.currentGameId) return;
try {
await gameState.updateGame(navigation.currentGameId, {
...gameState.getGameById(navigation.currentGameId)!,
status: 'completed',
updatedAt: new Date().toISOString(),
});
completionModal.closeCompletionModal();
} catch (error) {
console.error('Failed to complete game:', error);
validationModal.showValidation('Failed to complete game. Please try again.');
}
};
const handleRematch = async () => {
if (!navigation.currentGameId) return;
const completedGame = gameState.getGameById(navigation.currentGameId);
if (!completedGame) return;
let gameData;
if ('players' in completedGame) {
gameData = {
player1: completedGame.players[0]?.name || '',
player2: completedGame.players[1]?.name || '',
player3: completedGame.players[2]?.name || '',
gameType: completedGame.gameType,
raceTo: completedGame.raceTo.toString(),
};
} else {
gameData = {
player1: completedGame.player1,
player2: completedGame.player2,
player3: completedGame.player3 || '',
gameType: completedGame.gameType,
raceTo: completedGame.raceTo.toString(),
};
}
try {
const newGameId = await gameState.addGame(gameData);
completionModal.closeCompletionModal();
navigation.showGameDetail(newGameId);
} catch (error) {
console.error('Failed to create rematch:', error);
validationModal.showValidation('Failed to create rematch. Please try again.');
}
};
const handleDeleteGame = (gameId: number) => {
modal.openModal(gameId);
};
const handleConfirmDelete = async () => {
if (modal.modal.gameId) {
try {
await gameState.deleteGame(modal.modal.gameId);
modal.closeModal();
navigation.showGameList();
} catch (error) {
console.error('Failed to delete game:', error);
validationModal.showValidation('Failed to delete game. Please try again.');
}
}
};
return (
<Layout>
{navigation.screen === 'game-list' && (
<GameListScreen
games={gameState.games}
filter={gameState.filter}
onFilterChange={gameState.setFilter}
onShowGameDetail={navigation.showGameDetail}
onDeleteGame={handleDeleteGame}
onShowNewGame={() => {
newGameWizard.startWizard();
navigation.showNewGame();
}}
/>
)}
{navigation.screen === 'new-game' && (
<NewGameScreen
step={newGameWizard.newGameStep}
data={newGameWizard.newGameData}
playerHistory={gameState.getPlayerNameHistory()}
onStepChange={newGameWizard.nextStep}
onDataChange={newGameWizard.updateGameData}
onCreateGame={handleCreateGame}
onCancel={() => {
newGameWizard.resetWizard();
navigation.showGameList();
}}
onShowValidation={validationModal.showValidation}
/>
)}
{navigation.screen === 'game-detail' && navigation.currentGameId && (
<GameDetailScreen
game={gameState.getGameById(navigation.currentGameId)}
onUpdateScore={handleUpdateScore}
onFinishGame={handleFinishGame}
onUpdateGame={async (game: EndlosGame) => {
try {
await gameState.updateGame(navigation.currentGameId!, game);
} catch (error) {
console.error('Failed to update game:', error);
validationModal.showValidation('Failed to update game. Please try again.');
}
}}
onUndo={handleUndo}
onForfeit={handleForfeit}
onBack={navigation.showGameList}
/>
)}
<Modal
open={modal.modal.open}
title="Spiel löschen"
message="Möchten Sie das Spiel wirklich löschen?"
onCancel={modal.closeModal}
onConfirm={handleConfirmDelete}
/>
<ValidationModal
open={validationModal.validation.open}
message={validationModal.validation.message}
onClose={validationModal.closeValidation}
/>
<GameCompletionModal
open={completionModal.completionModal.open}
game={completionModal.completionModal.game}
onConfirm={handleConfirmCompletion}
onClose={completionModal.closeCompletionModal}
onRematch={handleRematch}
/>
<FullscreenToggle />
</Layout>
);
}

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---
// This is an Astro component that properly leverages SSR and islands
---
<!-- Use Astro's islands architecture for better performance -->
<!-- Only hydrate the interactive app component when needed -->
<div id="app-root">
<slot name="app-content" />
</div>
<style>
#app-root {
min-height: 100vh;
width: 100%;
}
/* Progressive enhancement styles */
@media (prefers-reduced-motion: reduce) {
* {
animation-duration: 0.01ms !important;
animation-iteration-count: 1 !important;
transition-duration: 0.01ms !important;
}
}
</style>
<script>
// Client-side progressive enhancement
document.addEventListener('DOMContentLoaded', () => {
// Add any progressive enhancement here
console.log('BSC Score App initialized');
});
</script>

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/* FullscreenToggle-specific styles only. */
.fullscreenToggle {
position: fixed;
bottom: 20px;
right: 20px;
width: 48px;
height: 48px;
border-radius: 50%;
background-color: rgba(52, 152, 219, 0.9);
border: none;
color: white;
cursor: pointer;
display: flex;
align-items: center;
justify-content: center;
box-shadow: 0 2px 5px rgba(0, 0, 0, 0.2);
z-index: 9999;
transition: background-color 0.2s, transform 0.2s;
}
.fullscreenToggle:hover {
background-color: rgba(52, 152, 219, 1);
transform: scale(1.1);
}
.fullscreenToggle:active {
transform: scale(0.95);
}
.fullscreenToggle svg {
width: 24px;
height: 24px;
}
@media screen and (max-width: 480px) {
.fullscreenToggle {
bottom: 15px;
right: 15px;
width: 40px;
height: 40px;
}
}

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import { h } from 'preact';
import { useCallback } from 'preact/hooks';
import styles from './FullscreenToggle.module.css';
/**
* Button to toggle fullscreen mode.
* @returns {import('preact').VNode}
*/
const FullscreenToggle = () => {
// Toggle fullscreen mode for the document
const handleToggle = useCallback(() => {
if (!document.fullscreenElement) {
document.documentElement.requestFullscreen();
} else {
document.exitFullscreen();
}
}, []);
return (
<button
id="fullscreen-toggle"
className={styles.fullscreenToggle}
onClick={handleToggle}
title="Vollbild umschalten"
aria-label="Vollbild umschalten"
type="button"
>
<svg viewBox="0 0 24 24" width="24" height="24" aria-hidden="true">
<path fill="currentColor" d="M7 14H5v5h5v-2H7v-3zm-2-4h2V7h3V5H5v5zm12 7h-3v2h5v-5h-2v3zM14 5v2h3v3h2V5h-5z"/>
</svg>
</button>
);
};
export default FullscreenToggle;

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/* Only GameCompletionModal-specific styles. Shared modal styles are now in Modal.module.css */
.final-scores {
margin: 20px 0;
}
.final-score {
display: flex;
justify-content: space-between;
align-items: center;
padding: 18px 0;
margin-bottom: 8px;
background: #333;
border-radius: 8px;
font-size: 1.2rem;
color: #fff;
}
.final-score .player-name {
font-size: 1.2rem;
font-weight: bold;
color: #fff;
}
.final-score .score {
font-size: 1.2rem;
font-weight: bold;
color: #fff;
}
.winner-announcement {
text-align: center;
margin: 20px 0 0 0;
padding: 32px 16px 24px 16px; /* extra top padding to keep icons inside */
background: linear-gradient(135deg, #ff9800 0%, #ffa726 100%);
border-radius: 16px;
font-size: 1.2rem;
color: #222;
font-weight: 700;
box-shadow: 0 8px 32px rgba(255, 152, 0, 0.3);
animation: celebrationPulse 2s ease-in-out infinite;
position: relative;
overflow: visible; /* avoid clipping decorative icons */
}
.winner-announcement::before {
content: '🎉';
position: absolute;
top: 6px;
left: 20px;
font-size: 24px;
animation: bounce 1s ease-in-out infinite;
}
.winner-announcement::after {
content: '🏆';
position: absolute;
top: 6px;
right: 20px;
font-size: 24px;
animation: bounce 1s ease-in-out infinite 0.5s;
}
.winner-announcement h3 {
margin: 0;
font-size: 1.8rem;
color: #222;
text-align: center;
text-shadow: 0 2px 4px rgba(0,0,0,0.1);
text-transform: uppercase;
letter-spacing: 1px;
font-weight: 900;
}
@keyframes celebrationPulse {
0%, 100% {
transform: scale(1);
box-shadow: 0 8px 32px rgba(255, 152, 0, 0.3);
}
50% {
transform: scale(1.02);
box-shadow: 0 12px 40px rgba(255, 152, 0, 0.4);
}
}
@keyframes bounce {
0%, 20%, 50%, 80%, 100% {
transform: translateY(0);
}
40% {
transform: translateY(-10px);
}
60% {
transform: translateY(-5px);
}
}
.btn {
flex: 1;
padding: 18px 0;
font-size: 1.1rem;
border: none;
border-radius: 8px;
cursor: pointer;
color: #fff;
background: #333;
font-weight: 600;
transition: background 0.2s;
}
.btn--warning {
background: #f44336;
}
.btn:not(.btn--warning):hover {
background: #444;
}
.btn--warning:hover {
background: #d32f2f;
}
@media (max-width: 600px) {
.btn {
font-size: 1rem;
padding: 14px 0;
}
}
.stats-container {
margin-top: 1.5rem;
padding-top: 1rem;
border-top: 1px solid #dee2e6;
}
.stats-title {
text-align: center;
font-size: 1.3rem;
color: #495057;
margin-bottom: 1rem;
}
.player-stats {
margin-bottom: 1rem;
padding: 0.75rem;
background-color: #f8f9fa;
border-radius: 4px;
}
.player-name-stats {
font-weight: bold;
margin-bottom: 0.5rem;
color: #343a40;
}
.stat-item {
display: flex;
justify-content: space-between;
font-size: 0.95rem;
color: #6c757d;
}
.stat-item strong {
color: #212529;
}
.btn {
padding: 0.75rem 1.5rem;
border-radius: 4px;
}

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import { h } from 'preact';
import modalStyles from './Modal.module.css';
import styles from './GameCompletionModal.module.css';
import type { Game } from '../types/game';
interface GameCompletionModalProps {
open: boolean;
game: Game | null;
onConfirm: () => void;
onClose: () => void;
onRematch: () => void;
}
/**
* Modal shown when a game is completed.
*/
const GameCompletionModal = ({ open, game, onConfirm, onClose, onRematch }: GameCompletionModalProps) => {
if (!open || !game) return null;
const playerNames = [game.player1, game.player2, game.player3].filter(Boolean);
const scores = [game.score1, game.score2, game.score3].filter((_, i) => playerNames[i]);
let maxScore, winners, winnerText;
if (game.forfeitedBy) {
winnerText = `${game.winner} hat gewonnen, da ${game.forfeitedBy} aufgegeben hat.`;
} else {
maxScore = Math.max(...scores);
winners = playerNames.filter((name, idx) => scores[idx] === maxScore);
winnerText = winners.length > 1
? `Unentschieden zwischen ${winners.join(' und ')}`
: `${winners[0]} hat gewonnen!`;
}
return (
<div id="game-completion-modal" className={modalStyles['modal'] + ' ' + modalStyles['show']} role="dialog" aria-modal="true" aria-labelledby="completion-modal-title">
<div className={modalStyles['modal-content']}>
<div className={modalStyles['modal-header']}>
<span className={modalStyles['modal-title']} id="completion-modal-title">Spiel beendet</span>
<button className={modalStyles['close-button']} onClick={onClose} aria-label="Schließen">×</button>
</div>
<div className={modalStyles['modal-body']}>
<div className={styles['final-scores']}>
{playerNames.map((name, idx) => (
<div className={styles['final-score']} key={name + idx}>
<span className={styles['player-name']}>{name}</span>
<span className={styles['score']}>{scores[idx]}</span>
</div>
))}
</div>
<div className={styles['winner-announcement']}><h3>{winnerText}</h3></div>
</div>
<div className={modalStyles['modal-footer']}>
<button className={styles['btn'] + ' ' + styles['btn--warning']} onClick={onConfirm} aria-label="Bestätigen">Bestätigen</button>
<button className={styles['btn'] + ' ' + styles['btn--primary']} onClick={onRematch} aria-label="Rematch">Rematch</button>
<button className={styles['btn']} onClick={onClose} aria-label="Abbrechen">Abbrechen</button>
</div>
</div>
</div>
);
};
export default GameCompletionModal;

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/* GameDetail-specific styles only. Shared utility classes are now in global CSS. */
.screen {
position: absolute;
top: 0;
left: 0;
width: 100%;
min-height: 100vh;
display: none;
opacity: 0;
transform: translateX(100%);
transition: transform 0.3s ease, opacity 0.3s ease;
}
.screen.active {
display: block;
opacity: 1;
transform: translateX(0);
position: relative;
}
.screen-content {
display: flex;
flex-direction: column;
min-height: 100vh;
padding: 20px;
overflow-y: auto;
-webkit-overflow-scrolling: touch;
}
.game-title {
font-size: 24px;
color: #ccc;
}
.game-header {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 20px;
width: 100%;
}
.scores-container {
display: flex;
justify-content: space-between;
gap: 32px;
min-height: 0;
}
.player-score {
flex: 1;
text-align: center;
padding: 30px 20px;
border-radius: 20px;
display: flex;
flex-direction: column;
min-height: 0;
margin: 0 8px;
position: relative;
box-shadow: 0 8px 32px rgba(0,0,0,0.2);
transition: all 0.3s ease;
}
.player-score:hover {
transform: translateY(-4px);
box-shadow: 0 12px 40px rgba(0,0,0,0.3);
}
.player-score:first-child {
background-color: #43a047;
}
.player-score:nth-child(2) {
background-color: #1565c0;
}
.player-score:nth-child(3) {
background-color: #333;
}
.player-name {
font-size: 28px;
font-weight: 700;
margin-bottom: 15px;
color: #fff;
text-shadow: 0 2px 8px rgba(0,0,0,0.4);
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
text-transform: uppercase;
letter-spacing: 1px;
}
.progress-bar {
width: 100%;
height: 8px;
background: rgba(255,255,255,0.2);
border-radius: 4px;
margin: 10px 0;
overflow: hidden;
}
.progress-fill {
height: 100%;
background: linear-gradient(90deg, #fff 0%, #f0f0f0 100%);
border-radius: 4px;
transition: width 0.5s ease;
box-shadow: 0 2px 4px rgba(0,0,0,0.2);
}
.game-status {
position: absolute;
top: 10px;
right: 10px;
padding: 4px 8px;
border-radius: 12px;
font-size: 12px;
font-weight: 600;
text-transform: uppercase;
letter-spacing: 0.5px;
}
.game-status.active {
background: #4caf50;
color: #fff;
}
.game-status.completed {
background: #ff9800;
color: #222;
}
.score {
font-size: 20vh;
font-weight: 900;
margin: 20px 0 30px 0;
line-height: 1;
color: #fff;
text-shadow: 0 4px 16px rgba(0,0,0,0.6);
text-align: center;
display: block;
min-height: 120px;
display: flex;
align-items: center;
justify-content: center;
}
.score-buttons {
display: flex;
justify-content: center;
gap: 10px;
margin-top: auto;
}
.score-button {
background: linear-gradient(135deg, #ff9800 0%, #ffa726 100%);
color: #222;
border: none;
border-radius: 50%;
padding: 0;
font-size: 2.5rem;
font-weight: 900;
cursor: pointer;
transition: all 0.3s ease;
width: 80px;
height: 80px;
margin: 0 8px;
box-shadow: 0 4px 16px rgba(255, 152, 0, 0.3);
display: flex;
align-items: center;
justify-content: center;
touch-action: manipulation;
}
.score-button:hover:not(:disabled) {
transform: translateY(-2px);
box-shadow: 0 6px 20px rgba(255, 152, 0, 0.4);
background: linear-gradient(135deg, #ffa726 0%, #ffb74d 100%);
}
.score-button:active:not(:disabled) {
transform: translateY(0);
box-shadow: 0 2px 8px rgba(255, 152, 0, 0.3);
}
.score-button:disabled {
background: #666;
color: #999;
cursor: not-allowed;
transform: none;
box-shadow: none;
}
.game-controls {
display: flex;
gap: 10px;
margin-top: 20px;
width: 100%;
}
.control-button {
flex: 1;
padding: 30px;
background: #333;
color: white;
border: none;
border-radius: 0;
font-size: 24px;
cursor: pointer;
touch-action: manipulation;
}
.control-button.delete {
background: #f44336;
}
.game-detail-controls {
display: flex;
flex-direction: row;
gap: 24px;
margin: 40px 0 0 0;
width: 100%;
justify-content: center;
}
.franky .player-name {
font-weight: bold;
color: #ff8c00; /* Example color */
}
.active-player {
position: relative;
border: 4px solid #ff9800;
box-shadow: 0 0 32px 8px #ff9800, 0 0 0 8px rgba(255,152,0,0.15);
background: linear-gradient(90deg, #ff9800 0 8px, rgba(255,152,0,0.15) 8px 100%);
color: #222 !important;
animation: activePulse 1.2s infinite alternate;
z-index: 2;
}
.active-player .player-name, .active-player .score {
color: #222 !important;
text-shadow: 0 2px 8px rgba(255,255,255,0.25);
}
.active-player::before {
content: '';
position: absolute;
left: 0; top: 0; bottom: 0;
width: 8px;
background: #ff9800;
border-radius: 8px 0 0 8px;
}
@keyframes activePulse {
0% { box-shadow: 0 0 32px 8px #ff9800, 0 0 0 8px rgba(255,152,0,0.15); }
100% { box-shadow: 0 0 48px 16px #ff9800, 0 0 0 16px rgba(255,152,0,0.22); }
}
.turn-indicator {
margin: 20px 0;
font-size: 1.2rem;
text-align: center;
}
.potted-balls-container {
margin-top: 2rem;
padding: 1rem;
background: #2a2a2a;
border-radius: 8px;
}
.potted-balls-header {
text-align: center;
font-size: 1.1rem;
margin-bottom: 1rem;
font-weight: 600;
}
.potted-balls-grid {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(60px, 1fr));
gap: 10px;
}
.potted-ball-btn {
padding: 1rem;
font-size: 1.2rem;
font-weight: bold;
border-radius: 8px;
border: 1px solid #444;
background-color: #333;
color: #fff;
cursor: pointer;
transition: background-color 0.2s, transform 0.2s;
}
.potted-ball-btn:hover:not(:disabled) {
background-color: #45a049;
transform: translateY(-2px);
}
.potted-ball-btn:disabled {
background-color: #222;
color: #555;
cursor: not-allowed;
}
.rerack-controls {
display: flex;
justify-content: center;
gap: 1rem;
margin-top: 1.5rem;
}
.rerack-btn {
padding: 0.8rem 1.5rem;
font-size: 1rem;
font-weight: bold;
border-radius: 8px;
border: 1px solid #444;
background-color: #3a539b;
color: #fff;
cursor: pointer;
transition: background-color 0.2s;
}
.rerack-btn:hover {
background-color: #4a6fbf;
}
.foul-controls {
display: flex;
justify-content: center;
gap: 1rem;
margin-top: 1.5rem;
}
.foul-btn {
flex-grow: 1;
background-color: #ffc107; /* Amber */
color: #212529;
border: none;
padding: 0.75rem;
border-radius: var(--border-radius);
cursor: pointer;
font-size: 1rem;
transition: background-color 0.2s;
}
.foul-btn:hover {
background-color: #ffca2c;
}
.foul-btn:disabled {
background-color: #e0e0e0;
color: #9e9e9e;
cursor: not-allowed;
}
.foul-indicator {
font-size: 1rem;
font-weight: bold;
color: #fff;
background-color: #c0392b;
padding: 4px 8px;
border-radius: 4px;
margin-top: 8px;
display: inline-block;
}
.foul-warning {
background-color: #f39c12;
color: #000;
}
/* Game Log Styles */
.game-log {
width: 100%;
margin-top: 1.5rem;
padding: 1rem;
background-color: #f8f9fa;
border-radius: var(--border-radius);
border: 1px solid #dee2e6;
}
.log-title {
margin-top: 0;
margin-bottom: 0.5rem;
font-size: 1.2rem;
color: #495057;
}
.log-list {
list-style-type: none;
padding: 0;
margin: 0;
max-height: 200px;
overflow-y: auto;
font-size: 0.9rem;
}
.log-entry {
padding: 0.5rem 0.25rem;
border-bottom: 1px solid #e9ecef;
color: #6c757d;
}
.log-entry:last-child {
border-bottom: none;
}
.game-log-table-container {
margin: 2.5rem auto 0 auto;
max-width: 100vw;
width: 100%;
overflow-x: auto;
background: #181818;
border-radius: 12px;
box-shadow: 0 2px 16px rgba(0,0,0,0.12);
padding: 1.5rem 1rem;
}
.game-log-table {
width: 100%;
border-collapse: collapse;
font-size: 1.05rem;
background: #222;
color: #fff;
}
.game-log-table th, .game-log-table td {
border: 1px solid #444;
padding: 0.5rem 0.7rem;
text-align: center;
}
.game-log-table th {
background: #333;
font-weight: 700;
font-size: 1.1rem;
}
.game-log-table tr:nth-child(even) td {
background: #232323;
}
.game-log-table tr:nth-child(odd) td {
background: #181818;
}
.game-log-table .log-player-col {
background: #222;
color: #ff9800;
font-size: 1.15rem;
border-bottom: 2px solid #ff9800;
}
.turn-change-controls {
display: flex;
justify-content: center;
margin: 2.5rem 0 1.5rem 0;
}
.turn-change-btn {
background: #ff9800;
color: #222;
font-size: 2.2rem;
font-weight: 900;
padding: 2rem 4rem;
border: none;
border-radius: 18px;
box-shadow: 0 4px 32px rgba(255,152,0,0.18), 0 2px 8px rgba(0,0,0,0.12);
cursor: pointer;
transition: background 0.2s, color 0.2s, box-shadow 0.2s;
letter-spacing: 1px;
margin: 0 auto;
display: block;
}
.turn-change-btn:hover, .turn-change-btn:focus {
background: #ffa726;
color: #111;
box-shadow: 0 6px 40px rgba(255,152,0,0.28), 0 2px 8px rgba(0,0,0,0.18);
}
.pending-foul-info {
margin-left: 1.5rem;
font-size: 1.2rem;
color: #ffc107;
font-weight: 700;
}
.selected {
outline: 3px solid #ff9800 !important;
background: #fff3e0 !important;
color: #222 !important;
}

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import { h } from 'preact';
import { useState } from 'preact/hooks';
import styles from './GameDetail.module.css';
import type { Game, EndlosGame } from '../types/game';
interface GameDetailProps {
game: Game | undefined;
onFinishGame: () => void;
onUpdateScore: (player: number, change: number) => void;
onUpdateGame?: (game: EndlosGame) => void;
onUndo?: () => void;
onForfeit?: () => void;
onBack: () => void;
}
/**
* Game detail view for a single game.
*/
const GameDetail = ({ game, onFinishGame, onUpdateScore, onUpdateGame, onUndo, onForfeit, onBack }: GameDetailProps) => {
if (!game) return null;
const handleScoreUpdate = (playerIndex: number, change: number) => {
onUpdateScore(playerIndex, change);
// Silent update; toast notifications removed
};
const isCompleted = game.status === 'completed';
const playerNames = [game.player1, game.player2, game.player3].filter(Boolean);
const scores = [game.score1, game.score2, game.score3].filter((_, i) => playerNames[i]);
return (
<div className={styles['game-detail']}>
<div className={styles['game-title']}>
{game.gameType}{game.raceTo ? ` | Race to ${game.raceTo}` : ''}
</div>
<div className={styles['scores-container']}>
{playerNames.map((name, idx) => {
const currentScore = scores[idx];
const progressPercentage = game.raceTo ? Math.min((currentScore / game.raceTo) * 100, 100) : 0;
return (
<div
className={styles['player-score'] + (name === 'Fränky' ? ' ' + styles['franky'] : '')}
key={name + idx}
>
<span className={styles['player-name']}>
{name}
{(() => {
const order = (game as any).breakOrder as number[] | undefined;
const breakerIdx = (game as any).currentBreakerIdx as number | undefined;
if (order && typeof breakerIdx === 'number' && order[breakerIdx] === idx + 1) {
return <span title="Break" aria-label="Break" style={{ display: 'inline-block', width: '1em', height: '1em', borderRadius: '50%', background: '#fff', marginLeft: 6, verticalAlign: 'middle' }} />;
}
return null;
})()}
</span>
<div className={styles['progress-bar']}>
<div
className={styles['progress-fill']}
style={{ width: `${progressPercentage}%` }}
/>
</div>
<span
className={styles['score']}
id={`score${idx + 1}`}
onClick={() => !isCompleted && onUpdateScore(idx + 1, 1)}
onKeyDown={(e) => {
if (!isCompleted && (e.key === 'Enter' || e.key === ' ')) {
e.preventDefault();
onUpdateScore(idx + 1, 1);
}
}}
role="button"
tabIndex={isCompleted ? -1 : 0}
aria-label={`Aktueller Punktestand für ${name}: ${scores[idx]}. Klicken oder Enter drücken zum Erhöhen.`}
>
{scores[idx]}
</span>
<div className={styles['score-buttons']}>
<button
className={styles['score-button']}
disabled={isCompleted}
onClick={() => (onUndo ? onUndo() : undefined)}
aria-label={`Punkt abziehen für ${name}`}
title={`Punkt abziehen für ${name}`}
>-</button>
<button
className={styles['score-button']}
disabled={isCompleted}
onClick={() => handleScoreUpdate(idx+1, 1)}
aria-label={`Punkt hinzufügen für ${name}`}
title={`Punkt hinzufügen für ${name}`}
>+</button>
</div>
</div>
);
})}
</div>
<div className={styles['game-detail-controls']}>
<button className="btn" onClick={onBack} aria-label="Zurück zur Liste">Zurück zur Liste</button>
{onUndo && (
<button
className="btn btn--secondary"
onClick={() => {
onUndo();
}}
aria-label="Rückgängig"
>
Rückgängig
</button>
)}
<button className="btn" disabled={isCompleted} onClick={onFinishGame} aria-label={isCompleted ? 'Abgeschlossen' : 'Spiel beenden'}>{isCompleted ? 'Abgeschlossen' : 'Spiel beenden'}</button>
</div>
</div>
);
};
export default GameDetail;

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/* GameHistory-specific styles only. Shared utility classes are now in global CSS. */
.screen {
position: absolute;
top: 0;
left: 0;
width: 100%;
min-height: 100vh;
display: none;
opacity: 0;
transform: translateX(100%);
transition: transform 0.3s ease, opacity 0.3s ease;
}
.screen-content {
display: flex;
flex-direction: column;
min-height: 100vh;
padding: 20px;
overflow-y: auto;
-webkit-overflow-scrolling: touch;
}
.screen-title {
font-size: 24px;
margin-bottom: 20px;
}

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/* GameList-specific styles using design system tokens */
.screen.active {
display: block;
opacity: 1;
transform: translateX(0);
position: relative;
}
.screen-content {
display: flex;
flex-direction: column;
min-height: 100vh;
padding: var(--space-lg);
overflow-y: auto;
-webkit-overflow-scrolling: touch;
}
.screen-title {
font-size: var(--font-size-xxl);
margin-bottom: var(--space-lg);
font-weight: 700;
}
.game-list {
width: 100%;
flex: 1;
overflow-y: auto;
}
/* Filter buttons with improved symmetry */
.filter-buttons {
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: var(--space-sm);
margin: var(--space-lg) 0 var(--space-md) 0;
border-radius: var(--radius-md);
overflow: hidden;
box-shadow: var(--shadow-sm);
}
.filter-button {
background: var(--color-secondary);
color: var(--color-text);
border: none;
font-size: var(--font-size-base);
padding: var(--space-md) 0;
cursor: pointer;
font-weight: 500;
transition: all var(--transition-base);
min-height: var(--touch-target-comfortable);
display: flex;
align-items: center;
justify-content: center;
}
.filter-button:hover {
background: var(--color-secondary-hover);
transform: translateY(-1px);
}
.filter-button.active {
background: var(--color-primary);
color: white;
box-shadow: var(--shadow-md);
}
/* Games container with improved spacing */
.games-container {
width: 100%;
display: flex;
flex-direction: column;
gap: var(--space-md);
margin-top: var(--space-lg);
}
/* Game item with better symmetry and spacing */
.game-item {
display: grid;
grid-template-columns: 1fr auto;
align-items: center;
gap: var(--space-md);
padding: var(--space-lg);
border-radius: var(--radius-lg);
box-shadow: var(--shadow-sm);
transition: all var(--transition-base);
cursor: pointer;
background: var(--color-surface);
border: 1px solid var(--color-border);
}
.game-item:hover {
transform: translateY(-2px);
box-shadow: var(--shadow-md);
border-color: var(--color-primary);
}
.game-item.active {
background: var(--color-success);
border-color: var(--color-success);
}
.game-item.completed {
background: var(--color-surface);
opacity: 0.8;
border-color: var(--color-border);
}
/* Game info with improved layout */
.game-info {
display: grid;
grid-template-columns: auto 1fr auto;
align-items: center;
gap: var(--space-lg);
width: 100%;
cursor: pointer;
}
.game-type {
font-weight: 700;
font-size: var(--font-size-lg);
color: var(--color-text);
white-space: nowrap;
min-width: 120px;
text-align: center;
background: var(--color-secondary);
padding: var(--space-sm) var(--space-md);
border-radius: var(--radius-sm);
}
.player-names {
color: var(--color-text);
font-size: var(--font-size-lg);
font-weight: 500;
text-align: center;
flex: 1;
}
.game-scores {
font-size: var(--font-size-xl);
font-weight: 700;
text-align: center;
color: var(--color-primary);
min-width: 120px;
background: var(--color-background);
padding: var(--space-sm) var(--space-md);
border-radius: var(--radius-sm);
}
/* Delete button with improved touch target */
.delete-button {
width: var(--touch-target-comfortable);
height: var(--touch-target-comfortable);
border: none;
background: var(--color-danger);
color: white;
border-radius: 50%;
font-size: var(--font-size-lg);
display: flex;
align-items: center;
justify-content: center;
transition: all var(--transition-base);
cursor: pointer;
box-shadow: var(--shadow-sm);
}
.delete-button::before {
content: '🗑️';
font-size: var(--font-size-lg);
}
.delete-button:hover {
background: #cc0000;
transform: scale(1.05);
box-shadow: var(--shadow-md);
}
.delete-button:active {
transform: scale(0.95);
}
/* Empty state styling */
.empty-state {
text-align: center;
padding: var(--space-xxl);
color: var(--color-text-muted);
font-size: var(--font-size-lg);
background: var(--color-surface);
border-radius: var(--radius-lg);
border: 2px dashed var(--color-border);
}
/* Page header */
.page-header {
font-size: var(--font-size-xxxl);
font-weight: 700;
color: var(--color-text);
background: var(--color-surface);
padding: var(--space-lg) 0 var(--space-md) 0;
margin-bottom: var(--space-sm);
text-align: left;
width: 100%;
letter-spacing: 0.5px;
border-radius: var(--radius-lg);
}
/* Tablet-specific improvements */
@media (min-width: 768px) and (max-width: 1024px) {
.screen-content {
padding: var(--space-xl);
}
.filter-buttons {
gap: var(--space-md);
margin: var(--space-xl) 0 var(--space-lg) 0;
}
.filter-button {
font-size: var(--font-size-lg);
padding: var(--space-lg) 0;
min-height: var(--touch-target-comfortable);
}
.game-item {
padding: var(--space-xl);
gap: var(--space-lg);
}
.game-info {
gap: var(--space-xl);
}
.game-type {
font-size: var(--font-size-xl);
min-width: 150px;
padding: var(--space-md) var(--space-lg);
}
.player-names {
font-size: var(--font-size-xl);
}
.game-scores {
font-size: var(--font-size-xxl);
min-width: 150px;
padding: var(--space-md) var(--space-lg);
}
.delete-button {
width: 64px;
height: 64px;
font-size: var(--font-size-xl);
}
.empty-state {
font-size: var(--font-size-xl);
padding: var(--space-xxl) var(--space-xl);
}
}
/* Mobile adjustments */
@media (max-width: 767px) {
.screen-content {
padding: var(--space-md);
}
.game-info {
grid-template-columns: 1fr;
gap: var(--space-md);
text-align: center;
}
.game-type,
.game-scores {
min-width: auto;
width: 100%;
}
}

127
src/components/GameList.tsx Normal file
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import { h } from 'preact';
import { Card } from './ui/Card';
import { Button } from './ui/Button';
import styles from './GameList.module.css';
import type { Game, GameFilter, StandardGame } from '../types/game';
interface GameListProps {
games: Game[];
filter: GameFilter;
setFilter: (filter: GameFilter) => void;
onShowGameDetail: (gameId: number) => void;
onDeleteGame: (gameId: number) => void;
}
export default function GameList({
games,
filter = 'all',
setFilter,
onShowGameDetail,
onDeleteGame
}: GameListProps) {
const filteredGames = games
.filter(game => {
if (filter === 'active') return game.status === 'active';
if (filter === 'completed') return game.status === 'completed';
return true;
})
.sort((a, b) => new Date(b.createdAt).getTime() - new Date(a.createdAt).getTime());
const getPlayerNames = (game: Game): string => {
if ('players' in game) {
return game.players.map(p => p.name).join(' vs ');
} else {
const standardGame = game as StandardGame;
return standardGame.player3
? `${standardGame.player1} vs ${standardGame.player2} vs ${standardGame.player3}`
: `${standardGame.player1} vs ${standardGame.player2}`;
}
};
const getScores = (game: Game): string => {
if ('players' in game) {
return game.players.map(p => p.score).join(' - ');
} else {
const standardGame = game as StandardGame;
return standardGame.player3
? `${standardGame.score1} - ${standardGame.score2} - ${standardGame.score3}`
: `${standardGame.score1} - ${standardGame.score2}`;
}
};
const filterButtons = [
{ key: 'all' as const, label: 'Alle', ariaLabel: 'Alle Spiele anzeigen' },
{ key: 'active' as const, label: 'Aktiv', ariaLabel: 'Nur aktive Spiele anzeigen' },
{ key: 'completed' as const, label: 'Abgeschlossen', ariaLabel: 'Nur abgeschlossene Spiele anzeigen' },
];
return (
<div className={styles['game-list'] + ' ' + styles['games-container']}>
<div className={styles['filter-buttons']}>
{filterButtons.map(({ key, label, ariaLabel }) => (
<Button
key={key}
variant={filter === key ? 'primary' : 'secondary'}
size="small"
onClick={() => setFilter(key)}
aria-label={ariaLabel}
>
{label}
</Button>
))}
</div>
{filteredGames.length === 0 ? (
<div className={styles['empty-state']}>Keine Spiele vorhanden</div>
) : (
filteredGames.map(game => {
const playerNames = getPlayerNames(game);
const scores = getScores(game);
return (
<Card
key={game.id}
variant="elevated"
className={
styles['game-item'] + ' ' + (game.status === 'completed' ? styles['completed'] : styles['active'])
}
>
<div
className={styles['game-info']}
onClick={() => onShowGameDetail(game.id)}
onKeyDown={(e) => {
if (e.key === 'Enter' || e.key === ' ') {
e.preventDefault();
onShowGameDetail(game.id);
}
}}
role="button"
tabIndex={0}
aria-label={`Details für Spiel ${playerNames}`}
aria-describedby={`game-${game.id}-description`}
>
<div className={styles['game-type']}>
{game.gameType}{game.raceTo ? ` | ${game.raceTo}` : ''}
</div>
<div className={styles['player-names']}>{playerNames}</div>
<div className={styles['game-scores']}>{scores}</div>
<div id={`game-${game.id}-description`} className="sr-only">
{game.gameType} Spiel zwischen {playerNames} mit dem Stand {scores}.
{game.status === 'completed' ? 'Abgeschlossen' : 'Aktiv'}
</div>
</div>
<Button
variant="danger"
size="small"
onClick={() => onDeleteGame(game.id)}
aria-label={`Spiel löschen: ${playerNames}`}
>
🗑
</Button>
</Card>
);
})
)}
</div>
);
}

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/* Consolidated modal styles for all modals */
.modal {
display: none;
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-color: rgba(0, 0, 0, 0.7);
z-index: 1000;
}
.modal.show {
display: flex;
justify-content: center;
align-items: center;
}
.modal-content {
background-color: #2a2a2a;
padding: 20px;
border-radius: 10px;
width: 90%;
max-width: 500px;
position: relative;
}
.modal-header {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 20px;
}
.close-button {
font-size: 24px;
cursor: pointer;
color: #888;
background: none;
border: none;
}
.close-button:hover {
color: white;
}
.modal-body {
margin-bottom: 20px;
}
.modal-footer {
display: flex;
justify-content: flex-end;
gap: 10px;
}
.modal-button {
padding: 8px 16px;
border: none;
border-radius: 5px;
cursor: pointer;
font-size: 16px;
}
.modal-button.cancel {
background-color: #444;
color: white;
}
.modal-button.confirm {
background-color: #e74c3c;
color: white;
}
.modal-button:hover {
opacity: 0.9;
}

36
src/components/Modal.tsx Normal file
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import { h } from 'preact';
import styles from './Modal.module.css';
interface ModalProps {
open: boolean;
title: string;
message: string;
onCancel: () => void;
onConfirm: () => void;
}
/**
* Generic modal dialog for confirmation.
*/
const Modal = ({ open, title, message, onCancel, onConfirm }: ModalProps) => {
if (!open) return null;
return (
<div className={styles['modal'] + ' ' + styles['show']} role="dialog" aria-modal="true" aria-labelledby="modal-title">
<div className={styles['modal-content']}>
<div className={styles['modal-header']}>
<span className={styles['modal-title']} id="modal-title">{title}</span>
<button className={styles['close-button']} onClick={onCancel} aria-label="Schließen">×</button>
</div>
<div className={styles['modal-body']}>
<div className={styles['modal-message']}>{message}</div>
</div>
<div className={styles['modal-footer']}>
<button className={styles['modal-button'] + ' ' + styles['cancel']} onClick={onCancel} aria-label="Abbrechen">Abbrechen</button>
<button className={styles['modal-button'] + ' ' + styles['confirm']} onClick={onConfirm} aria-label="Löschen">Löschen</button>
</div>
</div>
</div>
);
};
export default Modal;

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/* NewGame-specific styles only. Shared utility classes are now in global CSS. */
.screen {
position: absolute;
top: 0;
left: 0;
width: 100%;
min-height: 100vh;
display: none;
opacity: 0;
transform: translateX(100%);
transition: transform var(--transition-slow), opacity var(--transition-slow);
}
.screen-content {
display: flex;
flex-direction: column;
min-height: 100vh;
padding: var(--space-lg);
overflow-y: auto;
-webkit-overflow-scrolling: touch;
}
.screen-title {
font-size: var(--font-size-xxl);
font-weight: 700;
color: var(--color-text);
margin-bottom: var(--space-xl);
letter-spacing: 0.5px;
text-align: center;
}
.player-inputs {
display: flex;
flex-direction: column;
gap: var(--space-lg);
width: 100%;
margin-bottom: var(--space-xl);
}
.player-input {
background: var(--color-background);
border-radius: var(--radius-md);
padding: var(--space-lg);
border: 2px solid var(--color-border);
transition: border-color var(--transition-base);
position: relative;
}
.player-input:focus-within {
border-color: var(--color-primary);
box-shadow: 0 0 0 3px var(--color-primary-light);
}
.player-input label {
display: block;
margin-bottom: var(--space-md);
color: var(--color-text);
font-size: var(--font-size-lg);
font-weight: 600;
}
.name-input-container {
display: flex;
gap: var(--space-md);
position: relative;
}
.name-input {
flex: 1;
padding: var(--space-md);
border: 2px solid var(--color-border);
background: var(--color-surface);
color: var(--color-text);
font-size: var(--font-size-base);
min-height: var(--touch-target-comfortable);
border-radius: var(--radius-md);
transition: all var(--transition-base);
}
.name-input:focus {
outline: none;
border-color: var(--color-primary);
box-shadow: 0 0 0 3px var(--color-primary-light);
}
.game-settings {
margin-top: 0;
width: 100%;
margin-bottom: var(--space-xl);
}
.setting-group {
margin-bottom: var(--space-lg);
}
.setting-group label {
display: block;
margin-bottom: var(--space-md);
color: var(--color-text);
font-size: var(--font-size-lg);
font-weight: 600;
}
.setting-group select, .setting-group input {
width: 100%;
padding: var(--space-md);
border: 2px solid var(--color-border);
background: var(--color-surface);
color: var(--color-text);
font-size: var(--font-size-base);
min-height: var(--touch-target-comfortable);
border-radius: var(--radius-md);
transition: border-color var(--transition-base);
}
.setting-group input:focus, .setting-group select:focus {
outline: none;
border-color: var(--color-primary);
box-shadow: 0 0 0 3px var(--color-primary-light);
}
.validation-error {
color: var(--color-danger);
background: var(--color-surface);
border: 1px solid var(--color-danger);
border-radius: var(--radius-md);
padding: var(--space-md);
margin-bottom: var(--space-md);
font-size: var(--font-size-base);
text-align: center;
font-weight: 500;
}
.new-game-form {
width: 100%;
max-width: 600px;
margin: var(--space-xl) auto 0 auto;
background: var(--color-surface);
border-radius: var(--radius-xl);
box-shadow: var(--shadow-lg);
padding: var(--space-xl) var(--space-lg) var(--space-lg) var(--space-lg);
display: flex;
flex-direction: column;
gap: var(--space-lg);
border: 1px solid var(--color-border);
}
.progress-indicator {
display: flex;
justify-content: center;
align-items: center;
gap: var(--space-md);
margin-bottom: var(--space-lg);
}
.progress-dot {
width: 16px;
height: 16px;
border-radius: 50%;
background: var(--color-border);
opacity: 0.4;
transition: all var(--transition-base);
position: relative;
}
.progress-dot.active {
background: var(--color-primary);
opacity: 1;
transform: scale(1.2);
box-shadow: 0 0 0 4px var(--color-primary-light);
}
.quick-pick-btn {
min-width: 80px;
min-height: var(--touch-target-comfortable);
font-size: var(--font-size-base);
border-radius: var(--radius-md);
background: var(--color-secondary);
color: var(--color-text);
border: 1px solid var(--color-border);
cursor: pointer;
padding: var(--space-sm) var(--space-md);
transition: all var(--transition-base);
font-weight: 500;
}
.quick-pick-btn:hover, .quick-pick-btn:focus {
background: var(--color-secondary-hover);
border-color: var(--color-primary);
transform: translateY(-1px);
outline: none;
}
.arrow-nav {
display: flex;
justify-content: space-between;
align-items: center;
margin-top: var(--space-xxl);
width: 100%;
gap: var(--space-lg);
}
.arrow-btn {
font-size: 48px;
width: 80px;
height: 80px;
border-radius: 50%;
background: var(--color-secondary);
color: var(--color-text);
border: 2px solid var(--color-border);
box-shadow: var(--shadow-md);
cursor: pointer;
display: flex;
align-items: center;
justify-content: center;
transition: all var(--transition-base);
font-weight: bold;
}
.arrow-btn:hover, .arrow-btn:focus {
background: var(--color-secondary-hover);
border-color: var(--color-primary);
transform: translateY(-2px);
box-shadow: var(--shadow-lg);
outline: none;
}
.arrow-btn:active {
transform: translateY(0);
}
.clear-input-btn {
position: absolute;
right: var(--space-sm);
top: 50%;
transform: translateY(-50%);
background: none;
border: none;
cursor: pointer;
font-size: var(--font-size-xl);
color: var(--color-text-muted);
padding: var(--space-xs);
z-index: 2;
transition: color var(--transition-base);
border-radius: var(--radius-sm);
min-height: var(--touch-target-min);
min-width: var(--touch-target-min);
display: flex;
align-items: center;
justify-content: center;
}
.clear-input-btn:hover, .clear-input-btn:focus {
color: var(--color-text);
background: var(--color-secondary);
outline: none;
}
.game-type-selection {
display: grid;
grid-template-columns: 1fr 1fr;
gap: var(--space-md);
width: 100%;
margin: var(--space-md) 0;
}
.game-type-btn {
background: var(--color-background);
border: 2px solid var(--color-border);
color: var(--color-text);
font-size: var(--font-size-lg);
font-weight: 600;
padding: var(--space-xl);
border-radius: var(--radius-md);
cursor: pointer;
text-align: center;
transition: all var(--transition-base);
min-height: var(--touch-target-comfortable);
}
.game-type-btn:hover {
background: var(--color-surface);
border-color: var(--color-primary);
transform: translateY(-1px);
}
.game-type-btn.selected {
background: var(--color-primary);
border-color: var(--color-primary);
color: white;
box-shadow: var(--shadow-md);
}
.race-to-selection {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(80px, 1fr));
gap: var(--space-md);
width: 100%;
margin: var(--space-md) 0;
}
.race-to-btn {
background: var(--color-background);
border: 2px solid var(--color-border);
color: var(--color-text);
font-size: var(--font-size-lg);
font-weight: 600;
padding: var(--space-lg) var(--space-sm);
border-radius: var(--radius-md);
cursor: pointer;
text-align: center;
transition: all var(--transition-base);
min-height: 80px;
display: flex;
align-items: center;
justify-content: center;
}
.race-to-btn:hover {
background: var(--color-surface);
border-color: var(--color-primary);
transform: translateY(-1px);
}
.race-to-btn.selected {
background: var(--color-primary);
border-color: var(--color-primary);
color: white;
box-shadow: var(--shadow-md);
}
.custom-race-to {
display: flex;
gap: var(--space-md);
margin-top: var(--space-lg);
align-items: center;
}
.custom-race-to input {
flex-grow: 1;
}
.custom-race-to .arrow-btn {
width: 60px;
height: 60px;
font-size: 32px;
flex-shrink: 0;
}
.endlos-container {
width: 100%;
margin-bottom: 12px;
}
.endlos-btn {
width: 100%;
}
.player1-input.player-input {
border-color: var(--color-success);
background: linear-gradient(135deg, var(--color-success) 0%, rgba(76, 175, 80, 0.1) 100%);
}
.player2-input.player-input {
border-color: #1565c0;
background: linear-gradient(135deg, #1565c0 0%, rgba(21, 101, 192, 0.1) 100%);
}
.player3-input.player-input {
border-color: var(--color-secondary);
background: linear-gradient(135deg, var(--color-secondary) 0%, rgba(51, 51, 51, 0.1) 100%);
}
.player1-input.player-input input,
.player2-input.player-input input,
.player3-input.player-input input {
background: #fff;
color: #222;
border: 1px solid #ccc;
}
@media (min-width: 768px) and (max-width: 1024px) {
.screen-content {
padding: var(--space-xl);
}
.new-game-form {
max-width: 700px;
padding: var(--space-xxl) var(--space-xl) var(--space-xl) var(--space-xl);
}
.screen-title {
font-size: var(--font-size-xxxl);
}
.arrow-btn {
width: 100px;
height: 100px;
font-size: 56px;
}
.game-type-btn,
.race-to-btn {
padding: var(--space-xl);
font-size: var(--font-size-xl);
min-height: var(--touch-target-comfortable);
}
.quick-pick-btn {
min-height: var(--touch-target-comfortable);
font-size: var(--font-size-lg);
padding: var(--space-md) var(--space-lg);
}
}
@media (max-width: 767px) {
.screen-content {
padding: var(--space-md);
}
.new-game-form {
margin: var(--space-lg) auto 0 auto;
padding: var(--space-lg);
}
.game-type-selection {
grid-template-columns: 1fr;
}
.race-to-selection {
grid-template-columns: repeat(3, 1fr);
}
.arrow-nav {
gap: var(--space-md);
}
.arrow-btn {
width: 70px;
height: 70px;
font-size: 40px;
}
}

935
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import { h } from 'preact';
import { useState, useEffect, useRef } from 'preact/hooks';
import styles from './NewGame.module.css';
import modalStyles from './PlayerSelectModal.module.css';
import {
UI_CONSTANTS,
WIZARD_STEPS,
GAME_TYPE_OPTIONS,
RACE_TO_QUICK_PICKS,
RACE_TO_DEFAULT,
RACE_TO_INFINITY,
ERROR_MESSAGES,
ARIA_LABELS,
FORM_CONFIG,
ERROR_STYLES
} from '../utils/constants';
import type { BreakRule } from '../types/game';
interface PlayerSelectModalProps {
players: string[];
onSelect: (player: string) => void;
onClose: () => void;
}
export const PlayerSelectModal = ({ players, onSelect, onClose }: PlayerSelectModalProps) => (
<div className={modalStyles.modalOverlay} onClick={onClose}>
<div className={modalStyles.modalContent} onClick={e => e.stopPropagation()}>
<div className={modalStyles.modalHeader}>
<h3>Alle Spieler</h3>
<button className={modalStyles.closeButton} onClick={onClose}>×</button>
</div>
<div className={modalStyles.playerList}>
{players.map(player => (
<button key={player} className={modalStyles.playerItem} onClick={() => onSelect(player)}>
{player}
</button>
))}
</div>
</div>
</div>
);
interface PlayerStepProps {
playerNameHistory: string[];
onNext: (name: string) => void;
onCancel: () => void;
initialValue?: string;
}
/**
* Player 1 input step for multi-step game creation wizard.
*/
const Player1Step = ({ playerNameHistory, onNext, onCancel, initialValue = '' }: PlayerStepProps) => {
const [player1, setPlayer1] = useState(initialValue);
const [error, setError] = useState<string | null>(null);
const [filteredNames, setFilteredNames] = useState(playerNameHistory);
const [isModalOpen, setIsModalOpen] = useState(false);
const inputRef = useRef<HTMLInputElement>(null);
useEffect(() => {
const el = inputRef.current;
if (el) {
el.focus();
const end = el.value.length;
try {
el.setSelectionRange(end, end);
} catch {}
}
}, []);
useEffect(() => {
if (!player1) {
setFilteredNames(playerNameHistory);
} else {
setFilteredNames(
playerNameHistory.filter(name =>
name.toLowerCase().includes(player1.toLowerCase())
)
);
}
}, [player1, playerNameHistory]);
const handleSubmit = (e: Event) => {
e.preventDefault();
const trimmedName = player1.trim();
if (!trimmedName) {
setError(ERROR_MESSAGES.PLAYER1_REQUIRED);
if (inputRef.current) {
inputRef.current.focus();
inputRef.current.setAttribute('aria-invalid', 'true');
}
return;
}
if (trimmedName.length > FORM_CONFIG.MAX_PLAYER_NAME_LENGTH) {
setError(`Spielername darf maximal ${FORM_CONFIG.MAX_PLAYER_NAME_LENGTH} Zeichen lang sein`);
if (inputRef.current) {
inputRef.current.focus();
inputRef.current.setAttribute('aria-invalid', 'true');
}
return;
}
setError(null);
if (inputRef.current) {
inputRef.current.setAttribute('aria-invalid', 'false');
}
onNext(trimmedName);
};
const handleQuickPick = (name: string) => {
setError(null);
onNext(name);
};
const handleModalSelect = (name: string) => {
setIsModalOpen(false);
handleQuickPick(name);
};
const handleClear = () => {
setPlayer1('');
setError(null);
if (inputRef.current) inputRef.current.focus();
};
return (
<form className={styles['new-game-form']} onSubmit={handleSubmit} aria-label="Spieler 1 Eingabe" autoComplete="off">
<div className={styles['screen-title']}>Name Spieler 1</div>
<div className={styles['progress-indicator']} style={{ marginBottom: UI_CONSTANTS.MARGIN_BOTTOM_MEDIUM }}>
<span className={styles['progress-dot'] + ' ' + styles['active']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
</div>
<div className={styles['player-input'] + ' ' + styles['player1-input']} style={{ marginBottom: UI_CONSTANTS.MARGIN_BOTTOM_LARGE, position: 'relative' }}>
<label htmlFor="player1-input" style={{ fontSize: UI_CONSTANTS.LABEL_FONT_SIZE, fontWeight: 600 }}>Spieler 1</label>
<div style={{ position: 'relative', width: '100%' }}>
<input
id="player1-input"
className={styles['name-input']}
placeholder="Name Spieler 1"
value={player1}
onInput={(e: Event) => {
const target = e.target as HTMLInputElement;
const value = target.value;
setPlayer1(value);
// Real-time validation feedback
if (value.length > FORM_CONFIG.MAX_PLAYER_NAME_LENGTH) {
setError(`Spielername darf maximal ${FORM_CONFIG.MAX_PLAYER_NAME_LENGTH} Zeichen lang sein`);
target.setAttribute('aria-invalid', 'true');
} else if (value.trim() && error) {
setError(null);
target.setAttribute('aria-invalid', 'false');
}
}}
autoComplete="off"
aria-label="Name Spieler 1"
aria-describedby="player1-help"
style={{
fontSize: UI_CONSTANTS.INPUT_FONT_SIZE,
minHeight: UI_CONSTANTS.INPUT_MIN_HEIGHT,
marginTop: 12,
marginBottom: 12,
width: '100%',
paddingRight: UI_CONSTANTS.INPUT_PADDING_RIGHT
}}
ref={inputRef}
/>
<div id="player1-help" className="sr-only">
Geben Sie den Namen für Spieler 1 ein. Maximal {FORM_CONFIG.MAX_PLAYER_NAME_LENGTH} Zeichen erlaubt.
</div>
{player1.length > FORM_CONFIG.CHARACTER_COUNT_WARNING_THRESHOLD && (
<div style={{
fontSize: '0.875rem',
color: player1.length > FORM_CONFIG.MAX_PLAYER_NAME_LENGTH ? '#f44336' : '#ff9800',
marginTop: '4px',
textAlign: 'right'
}}>
{player1.length}/{FORM_CONFIG.MAX_PLAYER_NAME_LENGTH} Zeichen
</div>
)}
{player1 && (
<button
type="button"
className={styles['clear-input-btn']}
aria-label="Feld leeren"
onClick={handleClear}
style={{
position: 'absolute',
right: 8,
top: '50%',
transform: 'translateY(-50%)',
background: 'none',
border: 'none',
cursor: 'pointer',
fontSize: 24,
color: '#aaa',
padding: 0,
zIndex: 2
}}
tabIndex={0}
>
{/* Unicode heavy multiplication X */}
×
</button>
)}
</div>
{filteredNames.length > 0 && (
<div style={{ display: 'flex', flexWrap: 'wrap', gap: 12, marginTop: 8 }}>
{filteredNames.slice(0, UI_CONSTANTS.MAX_QUICK_PICKS).map((name, idx) => (
<button
type="button"
key={name + idx}
className={styles['quick-pick-btn']}
style={{
fontSize: UI_CONSTANTS.QUICK_PICK_FONT_SIZE,
padding: UI_CONSTANTS.QUICK_PICK_PADDING,
borderRadius: 8,
background: '#333',
color: '#fff',
border: 'none',
cursor: 'pointer'
}}
onClick={() => handleQuickPick(name)}
aria-label={ARIA_LABELS.QUICK_PICK(name)}
>
{name}
</button>
))}
{playerNameHistory.length > UI_CONSTANTS.MAX_QUICK_PICKS && (
<button
type="button"
className={styles['quick-pick-btn']}
style={{
fontSize: UI_CONSTANTS.QUICK_PICK_FONT_SIZE,
padding: UI_CONSTANTS.QUICK_PICK_PADDING,
borderRadius: 8,
background: '#333',
color: '#fff',
border: 'none',
cursor: 'pointer'
}}
onClick={() => setIsModalOpen(true)}
aria-label={ARIA_LABELS.SHOW_MORE_PLAYERS}
>
...
</button>
)}
</div>
)}
</div>
{error && (
<div
className={styles['validation-error']}
style={{
marginBottom: 16,
...ERROR_STYLES.CONTAINER
}}
role="alert"
aria-live="polite"
>
<span style={ERROR_STYLES.ICON}></span>
{error}
</div>
)}
{isModalOpen && (
<PlayerSelectModal
players={playerNameHistory}
onSelect={handleModalSelect}
onClose={() => setIsModalOpen(false)}
/>
)}
<div className={styles['arrow-nav']} style={{ display: 'flex', justifyContent: 'space-between', alignItems: 'center', marginTop: 48 }}>
<button
type="button"
className={styles['arrow-btn']}
aria-label="Zurück"
onClick={onCancel}
style={{ fontSize: 48, width: 80, height: 80, borderRadius: '50%', background: '#222', color: '#fff', border: 'none', boxShadow: '0 2px 8px rgba(0,0,0,0.15)', cursor: 'pointer' }}
>
{/* Unicode left arrow */}
&#8592;
</button>
<button
type="submit"
className={styles['arrow-btn']}
aria-label="Weiter"
style={{ fontSize: 48, width: 80, height: 80, borderRadius: '50%', background: '#222', color: '#fff', border: 'none', boxShadow: '0 2px 8px rgba(0,0,0,0.15)', cursor: 'pointer' }}
>
{/* Unicode right arrow */}
&#8594;
</button>
</div>
</form>
);
};
/**
* Player 2 input step for multi-step game creation wizard.
*/
const Player2Step = ({ playerNameHistory, onNext, onCancel, initialValue = '' }: PlayerStepProps) => {
const [player2, setPlayer2] = useState(initialValue);
const [error, setError] = useState<string | null>(null);
const [filteredNames, setFilteredNames] = useState(playerNameHistory);
const inputRef = useRef<HTMLInputElement>(null);
useEffect(() => {
const el = inputRef.current;
if (el) {
el.focus();
const end = el.value.length;
try {
el.setSelectionRange(end, end);
} catch {}
}
}, []);
useEffect(() => {
if (!player2) {
setFilteredNames(playerNameHistory);
} else {
setFilteredNames(
playerNameHistory.filter(name =>
name.toLowerCase().includes(player2.toLowerCase())
)
);
}
}, [player2, playerNameHistory]);
const handleSubmit = (e: Event) => {
e.preventDefault();
if (!player2.trim()) {
setError('Bitte Namen für Spieler 2 eingeben');
return;
}
setError(null);
onNext(player2.trim());
};
const handleQuickPick = (name: string) => {
setError(null);
onNext(name);
};
const handleClear = () => {
setPlayer2('');
setError(null);
if (inputRef.current) inputRef.current.focus();
};
return (
<form className={styles['new-game-form']} onSubmit={handleSubmit} aria-label="Spieler 2 Eingabe" autoComplete="off">
<div className={styles['screen-title']}>Name Spieler 2</div>
<div className={styles['progress-indicator']} style={{ marginBottom: 24 }}>
<span className={styles['progress-dot']} />
<span className={styles['progress-dot'] + ' ' + styles['active']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
</div>
<div className={styles['player-input'] + ' ' + styles['player2-input']} style={{ marginBottom: 32, position: 'relative' }}>
<label htmlFor="player2-input" style={{ fontSize: '1.3rem', fontWeight: 600 }}>Spieler 2</label>
<div style={{ position: 'relative', width: '100%' }}>
<input
id="player2-input"
className={styles['name-input']}
placeholder="Name Spieler 2"
value={player2}
onInput={(e: Event) => {
const target = e.target as HTMLInputElement;
setPlayer2(target.value);
}}
autoComplete="off"
aria-label="Name Spieler 2"
style={{ fontSize: '1.2rem', minHeight: 48, marginTop: 12, marginBottom: 12, width: '100%', paddingRight: 44 }}
ref={inputRef}
/>
{player2 && (
<button
type="button"
className={styles['clear-input-btn']}
aria-label="Feld leeren"
onClick={handleClear}
style={{
position: 'absolute',
right: 8,
top: '50%',
transform: 'translateY(-50%)',
background: 'none',
border: 'none',
cursor: 'pointer',
fontSize: 24,
color: '#aaa',
padding: 0,
zIndex: 2
}}
tabIndex={0}
>
×
</button>
)}
</div>
{filteredNames.length > 0 && (
<div style={{ display: 'flex', flexWrap: 'wrap', gap: 12, marginTop: 8 }}>
{filteredNames.slice(0, 10).map((name, idx) => (
<button
type="button"
key={name + idx}
className={styles['quick-pick-btn']}
style={{ fontSize: '1.1rem', padding: '12px 20px', borderRadius: 8, background: '#333', color: '#fff', border: 'none', cursor: 'pointer' }}
onClick={() => handleQuickPick(name)}
aria-label={`Schnellauswahl: ${name}`}
>
{name}
</button>
))}
</div>
)}
</div>
{error && <div className={styles['validation-error']} style={{ marginBottom: 16 }}>{error}</div>}
<div className={styles['arrow-nav']} style={{ display: 'flex', justifyContent: 'space-between', alignItems: 'center', marginTop: 48 }}>
<button
type="button"
className={styles['arrow-btn']}
aria-label="Zurück"
onClick={onCancel}
style={{ fontSize: 48, width: 80, height: 80, borderRadius: '50%', background: '#222', color: '#fff', border: 'none', boxShadow: '0 2px 8px rgba(0,0,0,0.15)', cursor: 'pointer' }}
>
&#8592;
</button>
<button
type="submit"
className={styles['arrow-btn']}
aria-label="Weiter"
style={{ fontSize: 48, width: 80, height: 80, borderRadius: '50%', background: '#222', color: '#fff', border: 'none', boxShadow: '0 2px 8px rgba(0,0,0,0.15)', cursor: 'pointer' }}
>
&#8594;
</button>
</div>
</form>
);
};
/**
* Player 3 input step for multi-step game creation wizard.
*/
const Player3Step = ({ playerNameHistory, onNext, onCancel, initialValue = '' }: PlayerStepProps) => {
const [player3, setPlayer3] = useState(initialValue);
const [filteredNames, setFilteredNames] = useState(playerNameHistory);
const inputRef = useRef<HTMLInputElement>(null);
useEffect(() => {
const el = inputRef.current;
if (el) {
el.focus();
const end = el.value.length;
try {
el.setSelectionRange(end, end);
} catch {}
}
}, []);
useEffect(() => {
if (!player3) {
setFilteredNames(playerNameHistory);
} else {
setFilteredNames(
playerNameHistory.filter(name =>
name.toLowerCase().includes(player3.toLowerCase())
)
);
}
}, [player3, playerNameHistory]);
const handleSubmit = (e: Event) => {
e.preventDefault();
// Player 3 is optional, so always allow submission
onNext(player3.trim());
};
const handleQuickPick = (name: string) => {
onNext(name);
};
const handleClear = () => {
setPlayer3('');
if (inputRef.current) inputRef.current.focus();
};
const handleSkip = (e: Event) => {
e.preventDefault();
onNext('');
};
return (
<form className={styles['new-game-form']} onSubmit={handleSubmit} aria-label="Spieler 3 Eingabe" autoComplete="off">
<div className={styles['screen-title']}>Name Spieler 3 (optional)</div>
<div className={styles['progress-indicator']} style={{ marginBottom: 24 }}>
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot'] + ' ' + styles['active']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
</div>
<div className={styles['player-input'] + ' ' + styles['player3-input']} style={{ marginBottom: 32, position: 'relative' }}>
<label htmlFor="player3-input" style={{ fontSize: '1.3rem', fontWeight: 600 }}>Spieler 3 (optional)</label>
<div style={{ position: 'relative', width: '100%' }}>
<input
id="player3-input"
className={styles['name-input']}
placeholder="Name Spieler 3 (optional)"
value={player3}
onInput={(e: Event) => {
const target = e.target as HTMLInputElement;
setPlayer3(target.value);
}}
autoComplete="off"
aria-label="Name Spieler 3"
style={{ fontSize: '1.2rem', minHeight: 48, marginTop: 12, marginBottom: 12, width: '100%', paddingRight: 44 }}
ref={inputRef}
/>
{player3 && (
<button
type="button"
className={styles['clear-input-btn']}
aria-label="Feld leeren"
onClick={handleClear}
style={{
position: 'absolute',
right: 8,
top: '50%',
transform: 'translateY(-50%)',
background: 'none',
border: 'none',
cursor: 'pointer',
fontSize: 24,
color: '#aaa',
padding: 0,
zIndex: 2
}}
tabIndex={0}
>
×
</button>
)}
</div>
{filteredNames.length > 0 && (
<div style={{ display: 'flex', flexWrap: 'wrap', gap: 12, marginTop: 8 }}>
{filteredNames.slice(0, 10).map((name, idx) => (
<button
type="button"
key={name + idx}
className={styles['quick-pick-btn']}
style={{ fontSize: '1.1rem', padding: '12px 20px', borderRadius: 8, background: '#333', color: '#fff', border: 'none', cursor: 'pointer' }}
onClick={() => handleQuickPick(name)}
aria-label={`Schnellauswahl: ${name}`}
>
{name}
</button>
))}
</div>
)}
</div>
<div className={styles['arrow-nav']} style={{ display: 'flex', justifyContent: 'space-between', alignItems: 'center', marginTop: 48 }}>
<button
type="button"
className={styles['arrow-btn']}
aria-label="Zurück"
onClick={onCancel}
style={{ fontSize: 48, width: 80, height: 80, borderRadius: '50%', background: '#222', color: '#fff', border: 'none', boxShadow: '0 2px 8px rgba(0,0,0,0.15)', cursor: 'pointer' }}
>
&#8592;
</button>
<div style={{ display: 'flex', alignItems: 'center', gap: '16px' }}>
<button
type="button"
onClick={handleSkip}
className={styles['quick-pick-btn']}
style={{ fontSize: '1.1rem', padding: '12px 20px', borderRadius: 8, background: '#333', color: '#fff', border: 'none', cursor: 'pointer' }}
>
Überspringen
</button>
<button
type="submit"
className={styles['arrow-btn']}
aria-label="Weiter"
style={{ fontSize: 48, width: 80, height: 80, borderRadius: '50%', background: '#222', color: '#fff', border: 'none', boxShadow: '0 2px 8px rgba(0,0,0,0.15)', cursor: 'pointer' }}
>
&#8594;
</button>
</div>
</div>
</form>
);
};
interface GameTypeStepProps {
onNext: (type: string) => void;
onCancel: () => void;
initialValue?: string;
}
/**
* Game Type selection step for multi-step game creation wizard.
*/
const GameTypeStep = ({ onNext, onCancel, initialValue = '' }: GameTypeStepProps) => {
const [gameType, setGameType] = useState(initialValue);
const gameTypes = ['8-Ball', '9-Ball', '10-Ball'];
const handleSelect = (selectedType: string) => {
setGameType(selectedType);
// Auto-advance to next step on selection
onNext(selectedType);
};
const handleSubmit = (e: Event) => {
e.preventDefault();
if (gameType) {
onNext(gameType);
}
};
return (
<form className={styles['new-game-form']} onSubmit={handleSubmit} aria-label="Spielart auswählen">
<div className={styles['screen-title']}>Spielart auswählen</div>
<div className={styles['progress-indicator']} style={{ marginBottom: 24 }}>
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot'] + ' ' + styles['active']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
</div>
<div className={styles['game-type-selection']}>
{gameTypes.map(type => (
<button
key={type}
type="button"
className={`${styles['game-type-btn']} ${gameType === type ? styles.selected : ''}`}
onClick={() => handleSelect(type)}
>
{type}
</button>
))}
</div>
<div className={styles['arrow-nav']} style={{ display: 'flex', justifyContent: 'space-between', alignItems: 'center', marginTop: 48 }}>
<button
type="button"
className={styles['arrow-btn']}
aria-label="Zurück"
onClick={onCancel}
style={{ fontSize: 48, width: 80, height: 80, borderRadius: '50%', background: '#222', color: '#fff', border: 'none', boxShadow: '0 2px 8px rgba(0,0,0,0.15)', cursor: 'pointer' }}
>
{/* Unicode left arrow */}
&#8592;
</button>
<button
type="submit"
className={styles['arrow-btn']}
aria-label="Weiter"
disabled={!gameType}
style={{
fontSize: 48,
width: 80,
height: 80,
borderRadius: '50%',
background: '#222',
color: '#fff',
border: 'none',
boxShadow: '0 2px 8px rgba(0,0,0,0.15)',
cursor: 'pointer',
opacity: !gameType ? 0.5 : 1,
}}
>
{/* Unicode right arrow */}
&#8594;
</button>
</div>
</form>
);
};
interface RaceToStepProps {
onNext: (raceTo: string | number) => void;
onCancel: () => void;
initialValue?: string | number;
gameType?: string;
}
/**
* Race To selection step for multi-step game creation wizard.
*/
const RaceToStep = ({ onNext, onCancel, initialValue = '', gameType }: RaceToStepProps) => {
const quickPicks = [1, 2, 3, 4, 5, 6, 7, 8, 9];
const defaultValue = 5;
const [raceTo, setRaceTo] = useState<string | number>(initialValue !== '' ? initialValue : defaultValue);
useEffect(() => {
if ((initialValue === '' || initialValue === undefined) && raceTo !== defaultValue) {
setRaceTo(defaultValue);
}
if (initialValue !== '' && initialValue !== undefined && initialValue !== raceTo) {
setRaceTo(initialValue);
}
}, [gameType, initialValue, defaultValue]);
const handleQuickPick = (value: number) => {
// For endlos (endless) games, use Infinity to prevent automatic completion
const selected = value === 0 ? 'Infinity' : value;
setRaceTo(selected);
// Auto-advance to the next step (finalize) when a quick pick is chosen
const raceToValue = selected === 'Infinity' ? Infinity : (parseInt(String(selected), 10) || 0);
onNext(raceToValue);
};
const handleInputChange = (e: Event) => {
const target = e.target as HTMLInputElement;
setRaceTo(target.value);
};
const handleSubmit = (e: Event) => {
e.preventDefault();
// Handle Infinity for endlos games, otherwise parse as integer
const raceToValue = raceTo === 'Infinity' ? Infinity : (parseInt(String(raceTo), 10) || 0);
onNext(raceToValue);
};
return (
<form className={styles['new-game-form']} onSubmit={handleSubmit} aria-label="Race To auswählen">
<div className={styles['screen-title']}>Race To auswählen</div>
<div className={styles['progress-indicator']} style={{ marginBottom: 24 }}>
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot'] + ' ' + styles['active']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
</div>
<div className={styles['endlos-container']}>
<button
type="button"
className={`${styles['race-to-btn']} ${styles['endlos-btn']} ${raceTo === 'Infinity' ? styles.selected : ''}`}
onClick={() => handleQuickPick(0)}
>
Endlos
</button>
</div>
<div className={styles['race-to-selection']}>
{quickPicks.map(value => (
<button
key={value}
type="button"
className={`${styles['race-to-btn']} ${parseInt(String(raceTo), 10) === value ? styles.selected : ''}`}
onClick={() => handleQuickPick(value)}
>
{value}
</button>
))}
</div>
<div className={styles['custom-race-to']}>
<input
type="number"
pattern="[0-9]*"
value={raceTo}
onInput={handleInputChange}
className={styles['name-input']}
placeholder="manuelle Eingabe"
/>
</div>
<div className={styles['arrow-nav']} style={{ display: 'flex', justifyContent: 'space-between', alignItems: 'center', marginTop: 48 }}>
<button
type="button"
className={styles['arrow-btn']}
aria-label="Zurück"
onClick={onCancel}
style={{ fontSize: 48, width: 80, height: 80, borderRadius: '50%', background: '#222', color: '#fff', border: 'none', boxShadow: '0 2px 8px rgba(0,0,0,0.15)', cursor: 'pointer' }}
>
{/* Unicode left arrow */}
&#8592;
</button>
<button
type="submit"
className={styles['arrow-btn']}
aria-label="Weiter"
style={{ fontSize: 48, width: 80, height: 80, borderRadius: '50%', background: '#222', color: '#fff', border: 'none', boxShadow: '0 2px 8px rgba(0,0,0,0.15)', cursor: 'pointer' }}
>
{/* Unicode right arrow */}
&#8594;
</button>
</div>
</form>
);
};
interface BreakRuleStepProps {
onNext: (rule: BreakRule) => void;
onCancel: () => void;
initialValue?: BreakRule | '';
}
const BreakRuleStep = ({ onNext, onCancel, initialValue = 'winnerbreak' }: BreakRuleStepProps) => {
const [rule, setRule] = useState<BreakRule>(initialValue as BreakRule);
return (
<form className={styles['new-game-form']} aria-label="Break-Regel wählen">
<div className={styles['screen-title']}>Break-Regel wählen</div>
<div className={styles['progress-indicator']} style={{ marginBottom: 24 }}>
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot'] + ' ' + styles['active']} />
<span className={styles['progress-dot']} />
</div>
<div style={{ display: 'flex', gap: 12, marginTop: 12 }}>
{[
{ key: 'winnerbreak', label: 'Winnerbreak' },
{ key: 'wechselbreak', label: 'Wechselbreak' },
].map(opt => (
<button
key={opt.key}
type="button"
className={`${styles['quick-pick-btn']} ${rule === (opt.key as BreakRule) ? styles['selected'] : ''}`}
onClick={() => { setRule(opt.key as BreakRule); onNext(opt.key as BreakRule); }}
aria-label={`Break-Regel wählen: ${opt.label}`}
>
{opt.label}
</button>
))}
</div>
<div className={styles['arrow-nav']} style={{ display: 'flex', justifyContent: 'space-between', alignItems: 'center', marginTop: 48 }}>
<button type="button" className={styles['arrow-btn']} aria-label="Zurück" onClick={onCancel} style={{ fontSize: 48, width: 80, height: 80, borderRadius: '50%', background: '#222', color: '#fff', border: 'none', boxShadow: '0 2px 8px rgba(0,0,0,0.15)', cursor: 'pointer' }}>
&#8592;
</button>
<button type="button" className={styles['arrow-btn']} aria-label="Weiter" onClick={() => onNext(rule)} style={{ fontSize: 48, width: 80, height: 80, borderRadius: '50%', background: '#222', color: '#fff', border: 'none', boxShadow: '0 2px 8px rgba(0,0,0,0.15)', cursor: 'pointer' }}>
&#8594;
</button>
</div>
</form>
);
};
interface BreakOrderStepProps {
players: string[];
rule: BreakRule;
onNext: (first: number, second?: number) => void;
onCancel: () => void;
initialFirst?: number;
initialSecond?: number;
}
const BreakOrderStep = ({ players, rule, onNext, onCancel, initialFirst = 1, initialSecond }: BreakOrderStepProps) => {
const playerCount = players.filter(Boolean).length;
const [first, setFirst] = useState<number>(initialFirst);
const [second, setSecond] = useState<number>(initialSecond ?? (playerCount >= 2 ? 2 : 1));
const handleFirst = (idx: number) => {
setFirst(idx);
// Auto-advance cases: winnerbreak (any players) OR wechselbreak with 2 players
if (rule === 'winnerbreak' || (rule === 'wechselbreak' && playerCount === 2)) {
onNext(idx);
}
};
const handleSecond = (idx: number) => {
setSecond(idx);
onNext(first, idx);
};
return (
<form className={styles['new-game-form']} aria-label="Break-Reihenfolge wählen">
<div className={styles['screen-title']}>Wer hat den ersten Anstoss?</div>
<div className={styles['progress-indicator']} style={{ marginBottom: 24 }}>
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot']} />
<span className={styles['progress-dot'] + ' ' + styles['active']} />
</div>
<div style={{ marginBottom: 16, fontWeight: 600 }}>Wer hat den ersten Anstoss?</div>
<div style={{ display: 'flex', gap: 12, flexWrap: 'wrap' }}>
{players.filter(Boolean).map((name, idx) => (
<button key={`first-${idx}`} type="button" className={styles['quick-pick-btn']} onClick={() => handleFirst(idx + 1)} aria-label={`Zuerst: ${name}`}>{name}</button>
))}
</div>
{rule === 'wechselbreak' && playerCount === 3 && (
<>
<div style={{ marginTop: 24, marginBottom: 16, fontWeight: 600 }}>Wer bricht als Zweites?</div>
<div style={{ display: 'flex', gap: 12, flexWrap: 'wrap' }}>
{players.filter(Boolean).map((name, idx) => (
<button key={`second-${idx}`} type="button" className={styles['quick-pick-btn']} onClick={() => handleSecond(idx + 1)} aria-label={`Zweites Break: ${name}`}>{name}</button>
))}
</div>
</>
)}
<div className={styles['arrow-nav']} style={{ display: 'flex', justifyContent: 'space-between', alignItems: 'center', marginTop: 48 }}>
<button type="button" className={styles['arrow-btn']} aria-label="Zurück" onClick={onCancel} style={{ fontSize: 48, width: 80, height: 80, borderRadius: '50%', background: '#222', color: '#fff', border: 'none', boxShadow: '0 2px 8px rgba(0,0,0,0.15)', cursor: 'pointer' }}>
&#8592;
</button>
<button
type="button"
className={styles['arrow-btn']}
aria-label="Weiter"
onClick={() => {
if (rule === 'wechselbreak' && playerCount === 3) {
handleSecond(second);
} else {
onNext(first);
}
}}
style={{ fontSize: 48, width: 80, height: 80, borderRadius: '50%', background: '#222', color: '#fff', border: 'none', boxShadow: '0 2px 8px rgba(0,0,0,0.15)', cursor: 'pointer' }}
>
&#8594;
</button>
</div>
</form>
);
};
export { Player1Step, Player2Step, Player3Step, GameTypeStep, BreakRuleStep, BreakOrderStep, RaceToStep };

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import { h } from "preact";

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.modalOverlay {
position: fixed;
top: 0;
left: 0;
right: 0;
bottom: 0;
background: rgba(0, 0, 0, 0.7);
display: flex;
align-items: center;
justify-content: center;
z-index: 1000;
}
.modalContent {
background: #2c2c2c;
padding: 24px;
border-radius: 12px;
width: 90%;
max-width: 400px;
box-shadow: 0 5px 15px rgba(0, 0, 0, 0.3);
display: flex;
flex-direction: column;
}
.modalHeader {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 16px;
}
.modalHeader h3 {
margin: 0;
font-size: 1.5rem;
color: #fff;
}
.closeButton {
background: none;
border: none;
font-size: 2rem;
color: #aaa;
cursor: pointer;
padding: 0;
line-height: 1;
}
.playerList {
max-height: 60vh;
overflow-y: auto;
display: flex;
flex-direction: column;
gap: 12px;
}
.playerItem {
background: #444;
color: #fff;
border: none;
padding: 16px;
border-radius: 8px;
text-align: left;
font-size: 1.2rem;
cursor: pointer;
transition: background-color 0.2s;
}
.playerItem:hover {
background: #555;
}

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import { h } from 'preact';
import styles from './Modal.module.css';
interface ValidationModalProps {
open: boolean;
message: string;
onClose: () => void;
}
/**
* Modal for displaying validation errors.
*/
const ValidationModal = ({ open, message, onClose }: ValidationModalProps) => {
if (!open) return null;
return (
<div className={styles['modal'] + ' ' + styles['show']} id="validation-modal" role="alertdialog" aria-modal="true" aria-labelledby="validation-modal-title">
<div className={styles['modal-content']}>
<div className={styles['modal-header']}>
<span className={styles['modal-title']} id="validation-modal-title">Fehler</span>
<button className={styles['close-button']} onClick={onClose} aria-label="Schließen">×</button>
</div>
<div className={styles['modal-body']}>
<div className={styles['modal-message']}>{message}</div>
</div>
<div className={styles['modal-footer']}>
<button className={styles['modal-button'] + ' ' + styles['cancel']} onClick={onClose} aria-label="OK">OK</button>
</div>
</div>
</div>
);
};
export default ValidationModal;

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import { h } from 'preact';
import { Screen } from '../ui/Layout';
import GameDetail from '../GameDetail';
import type { Game, EndlosGame } from '../../types/game';
interface GameDetailScreenProps {
game?: Game;
onUpdateScore: (player: number, change: number) => void;
onFinishGame: () => void;
onUpdateGame: (game: EndlosGame) => void;
onUndo: () => void;
onForfeit: () => void;
onBack: () => void;
}
export default function GameDetailScreen({
game,
onUpdateScore,
onFinishGame,
onUpdateGame,
onUndo,
onForfeit,
onBack,
}: GameDetailScreenProps) {
if (!game) {
return (
<Screen>
<div>Game not found</div>
</Screen>
);
}
return (
<Screen>
<GameDetail
game={game}
onUpdateScore={onUpdateScore}
onFinishGame={onFinishGame}
onUpdateGame={onUpdateGame}
onUndo={onUndo}
onForfeit={onForfeit}
onBack={onBack}
/>
</Screen>
);
}

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import { h } from 'preact';
import { Button } from '../ui/Button';
import { Screen } from '../ui/Layout';
import GameList from '../GameList';
import type { Game, GameFilter } from '../../types/game';
interface GameListScreenProps {
games: Game[];
filter: GameFilter;
onFilterChange: (filter: GameFilter) => void;
onShowGameDetail: (gameId: number) => void;
onDeleteGame: (gameId: number) => void;
onShowNewGame: () => void;
}
export default function GameListScreen({
games,
filter,
onFilterChange,
onShowGameDetail,
onDeleteGame,
onShowNewGame,
}: GameListScreenProps) {
return (
<Screen>
<Button
variant="primary"
size="large"
onClick={onShowNewGame}
aria-label="Neues Spiel starten"
style={{ width: '100%', marginBottom: '24px' }}
>
+ Neues Spiel
</Button>
<GameList
games={games}
filter={filter}
onShowGameDetail={onShowGameDetail}
onDeleteGame={onDeleteGame}
setFilter={onFilterChange}
/>
</Screen>
);
}

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import { h } from 'preact';
import { Screen } from '../ui/Layout';
import { Player1Step, Player2Step, Player3Step, GameTypeStep, BreakRuleStep, BreakOrderStep, RaceToStep } from '../NewGame';
import type { NewGameStep, NewGameData } from '../../types/game';
interface NewGameScreenProps {
step: NewGameStep;
data: NewGameData;
playerHistory: string[];
onStepChange: (step: NewGameStep) => void;
onDataChange: (data: Partial<NewGameData>) => void;
onCreateGame: (data: NewGameData) => void;
onCancel: () => void;
onShowValidation: (message: string) => void;
}
export default function NewGameScreen({
step,
data,
playerHistory,
onStepChange,
onDataChange,
onCreateGame,
onCancel,
onShowValidation,
}: NewGameScreenProps) {
const handlePlayer1Next = (name: string) => {
onDataChange({ player1: name });
onStepChange('player2');
};
const handlePlayer2Next = (name: string) => {
onDataChange({ player2: name });
onStepChange('player3');
};
const handlePlayer3Next = (name: string) => {
onDataChange({ player3: name });
onStepChange('gameType');
};
const handleGameTypeNext = (type: string) => {
onDataChange({
gameType: type as any, // Type assertion for now, could be improved with proper validation
raceTo: '8'
});
onStepChange('raceTo');
};
const handleBreakRuleNext = (rule: 'winnerbreak' | 'wechselbreak') => {
onDataChange({ breakRule: rule });
try { localStorage.setItem('lastBreakRule', rule); } catch {}
onStepChange('breakOrder');
};
const handleBreakOrderNext = (first: number, second?: number) => {
const finalData = { ...data, breakFirst: first, breakSecond: second ?? '' } as any;
onDataChange({ breakFirst: first, breakSecond: second ?? '' });
try {
localStorage.setItem('lastBreakFirst', String(first));
if (second) localStorage.setItem('lastBreakSecond', String(second));
} catch {}
onCreateGame(finalData as any);
};
const handleRaceToNext = (raceTo: string) => {
const finalData = { ...data, raceTo };
// After race to, go to break rule selection
onDataChange({ raceTo });
onStepChange('breakRule');
};
const handleStepBack = () => {
switch (step) {
case 'player2':
onStepChange('player1');
break;
case 'player3':
onStepChange('player2');
break;
case 'gameType':
onStepChange('player3');
break;
case 'raceTo':
onStepChange('gameType');
break;
case 'breakRule':
onStepChange('raceTo');
break;
case 'breakOrder':
onStepChange('breakRule');
break;
default:
onCancel();
}
};
return (
<Screen>
{step === 'player1' && (
<Player1Step
playerNameHistory={playerHistory}
onNext={handlePlayer1Next}
onCancel={onCancel}
initialValue={data.player1}
/>
)}
{step === 'player2' && (
<Player2Step
playerNameHistory={playerHistory}
onNext={handlePlayer2Next}
onCancel={handleStepBack}
initialValue={data.player2}
/>
)}
{step === 'player3' && (
<Player3Step
playerNameHistory={playerHistory}
onNext={handlePlayer3Next}
onCancel={handleStepBack}
initialValue={data.player3}
/>
)}
{step === 'gameType' && (
<GameTypeStep
onNext={handleGameTypeNext}
onCancel={handleStepBack}
initialValue={data.gameType}
/>
)}
{step === 'raceTo' && (
<RaceToStep
onNext={handleRaceToNext}
onCancel={handleStepBack}
initialValue={data.raceTo}
gameType={data.gameType}
/>
)}
{step === 'breakRule' && (
<BreakRuleStep
onNext={handleBreakRuleNext}
onCancel={handleStepBack}
initialValue={(data.breakRule as any) || (typeof window !== 'undefined' ? (localStorage.getItem('lastBreakRule') as any) : 'winnerbreak') || 'winnerbreak'}
/>
)}
{step === 'breakOrder' && (
<BreakOrderStep
players={[data.player1, data.player2, data.player3]}
rule={(data.breakRule as any) || 'winnerbreak'}
onNext={handleBreakOrderNext}
onCancel={handleStepBack}
initialFirst={(typeof window !== 'undefined' && localStorage.getItem('lastBreakFirst')) ? parseInt(localStorage.getItem('lastBreakFirst')!, 10) : 1}
initialSecond={(typeof window !== 'undefined' && localStorage.getItem('lastBreakSecond')) ? parseInt(localStorage.getItem('lastBreakSecond')!, 10) : undefined}
/>
)}
</Screen>
);
}

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/* Use CSS custom properties from global design system */
.button {
border: none;
border-radius: var(--radius-md);
cursor: pointer;
font-weight: 600;
transition: var(--transition-base);
touch-action: manipulation;
display: inline-flex;
align-items: center;
justify-content: center;
gap: var(--space-sm);
text-decoration: none;
user-select: none;
font-family: inherit;
position: relative;
overflow: hidden;
}
.button::before {
content: '';
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
background: linear-gradient(45deg, transparent 30%, rgba(255, 255, 255, 0.1) 50%, transparent 70%);
transform: translateX(-100%);
transition: transform 0.3s ease;
}
.button:hover::before {
transform: translateX(100%);
}
.button:focus-visible {
outline: 2px solid var(--color-primary);
outline-offset: 2px;
}
.button:active {
transform: translateY(1px);
}
/* Variants */
.primary {
background: var(--color-primary);
color: white;
box-shadow: var(--shadow-md);
}
.primary:hover:not(.disabled) {
background: var(--color-primary-hover);
box-shadow: var(--shadow-lg);
transform: translateY(-1px);
}
.secondary {
background: var(--color-secondary);
color: var(--color-text);
box-shadow: var(--shadow-sm);
}
.secondary:hover:not(.disabled) {
background: var(--color-secondary-hover);
box-shadow: var(--shadow-md);
transform: translateY(-1px);
}
.danger {
background: var(--color-danger);
color: white;
box-shadow: var(--shadow-md);
}
.danger:hover:not(.disabled) {
background: #ef5350;
box-shadow: var(--shadow-lg);
transform: translateY(-1px);
}
/* Sizes with improved touch targets for tablets */
.small {
padding: var(--space-sm) var(--space-md);
font-size: var(--font-size-sm);
min-height: var(--touch-target-min);
border-radius: var(--radius-sm);
}
.medium {
padding: var(--space-md) var(--space-lg);
font-size: var(--font-size-base);
min-height: var(--touch-target-comfortable);
border-radius: var(--radius-md);
}
.large {
padding: var(--space-lg) var(--space-xl);
font-size: var(--font-size-lg);
min-height: 56px;
border-radius: var(--radius-lg);
}
/* Tablet-specific size adjustments */
@media (min-width: 768px) and (max-width: 1024px) {
.small {
min-height: var(--touch-target-comfortable);
padding: var(--space-md) var(--space-lg);
font-size: var(--font-size-base);
}
.medium {
min-height: var(--touch-target-comfortable);
padding: var(--space-lg) var(--space-xl);
font-size: var(--font-size-lg);
}
.large {
min-height: 64px;
padding: var(--space-xl) var(--space-xxl);
font-size: var(--font-size-xl);
}
}
/* States */
.disabled {
opacity: 0.5;
cursor: not-allowed;
transform: none !important;
}
.disabled:hover::before {
transform: translateX(-100%);
}

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import { h } from 'preact';
import type { ButtonProps } from '../../types/ui';
import styles from './Button.module.css';
export function Button({
variant = 'secondary',
size = 'medium',
disabled = false,
children,
onClick,
'aria-label': ariaLabel,
...rest
}: ButtonProps) {
const classNames = [
styles.button,
styles[variant],
styles[size],
disabled && styles.disabled,
].filter(Boolean).join(' ');
return (
<button
className={classNames}
onClick={onClick}
disabled={disabled}
aria-label={ariaLabel}
{...rest}
>
{children}
</button>
);
}

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.card {
border-radius: var(--border-radius);
transition: var(--transition);
}
.default {
background: rgba(255, 255, 255, 0.05);
border: 1px solid rgba(255, 255, 255, 0.1);
}
.elevated {
background: rgba(255, 255, 255, 0.08);
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1), 0 1px 3px rgba(0, 0, 0, 0.08);
}
.outlined {
background: transparent;
border: 2px solid rgba(255, 255, 255, 0.2);
}
.clickable {
cursor: pointer;
border: none;
text-align: left;
width: 100%;
}
.clickable:hover {
background: rgba(255, 255, 255, 0.1);
transform: translateY(-1px);
}
.clickable:focus-visible {
outline: 2px solid var(--color-primary);
outline-offset: 2px;
}
/* Padding variants */
.padding-none {
padding: 0;
}
.padding-small {
padding: 8px;
}
.padding-medium {
padding: 16px;
}
.padding-large {
padding: 24px;
}

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import { h } from 'preact';
import styles from './Card.module.css';
interface CardProps {
children: any;
variant?: 'default' | 'elevated' | 'outlined';
padding?: 'none' | 'small' | 'medium' | 'large';
className?: string;
onClick?: () => void;
}
export function Card({
children,
variant = 'default',
padding = 'medium',
className = '',
onClick
}: CardProps) {
const classNames = [
styles.card,
styles[variant],
styles[`padding-${padding}`],
onClick && styles.clickable,
className,
].filter(Boolean).join(' ');
const Component = onClick ? 'button' : 'div';
return (
<Component className={classNames} onClick={onClick}>
{children}
</Component>
);
}

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.layout {
min-height: 100vh;
background-color: var(--color-background);
color: var(--color-text);
display: flex;
flex-direction: column;
}
.content {
flex: 1;
max-width: 1200px;
margin: 0 auto;
padding: var(--space-md);
width: 100%;
}
.screen {
width: 100%;
min-height: 100vh;
display: flex;
flex-direction: column;
}
/* Tablet optimizations */
@media (min-width: 768px) and (max-width: 1024px) {
.content {
padding: var(--space-lg) var(--space-xl);
max-width: 900px;
}
}
/* Large tablet and small desktop */
@media (min-width: 1025px) {
.content {
padding: var(--space-xl);
}
}
/* Mobile adjustments */
@media (max-width: 767px) {
.content {
padding: var(--space-sm) var(--space-md);
}
}

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import { h } from 'preact';
import styles from './Layout.module.css';
interface LayoutProps {
children: any;
className?: string;
}
export function Layout({ children, className = '' }: LayoutProps) {
return (
<div className={`${styles.layout} ${className}`}>
<a href="#main-content" className="skip-link">
Zum Hauptinhalt springen
</a>
<div className={styles.content} id="main-content">
{children}
</div>
</div>
);
}
interface ScreenProps {
children: any;
className?: string;
}
export function Screen({ children, className = '' }: ScreenProps) {
return (
<div className={`${styles.screen} ${className}`}>
{children}
</div>
);
}

121
src/hooks/useGameState.ts Normal file
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import { useState, useEffect, useCallback } from 'preact/hooks';
import type { Game, NewGameData, GameFilter } from '../types/game';
import { GameService } from '../services/gameService';
export function useGameState() {
const [games, setGames] = useState<Game[]>([]);
const [filter, setFilter] = useState<GameFilter>('all');
const [loading, setLoading] = useState(true);
const [error, setError] = useState<string | null>(null);
// Load games from IndexedDB on mount
useEffect(() => {
const loadGames = async () => {
try {
setLoading(true);
setError(null);
const savedGames = await GameService.loadGames();
setGames(savedGames);
} catch (err) {
console.error('Failed to load games:', err);
setError('Failed to load games from storage');
} finally {
setLoading(false);
}
};
loadGames();
}, []);
const addGame = useCallback(async (gameData: NewGameData): Promise<number> => {
try {
const newGame = GameService.createGame(gameData);
await GameService.saveGame(newGame);
setGames(prevGames => [newGame, ...prevGames]);
return newGame.id;
} catch (err) {
console.error('Failed to add game:', err);
setError('Failed to save new game');
throw err;
}
}, []);
const updateGame = useCallback(async (gameId: number, updatedGame: Game) => {
try {
await GameService.saveGame(updatedGame);
setGames(prevGames =>
prevGames.map(game => game.id === gameId ? updatedGame : game)
);
} catch (err) {
console.error('Failed to update game:', err);
setError('Failed to save game changes');
throw err;
}
}, []);
const deleteGame = useCallback(async (gameId: number) => {
try {
await GameService.deleteGame(gameId);
setGames(prevGames => prevGames.filter(game => game.id !== gameId));
} catch (err) {
console.error('Failed to delete game:', err);
setError('Failed to delete game');
throw err;
}
}, []);
const getGameById = useCallback((gameId: number): Game | undefined => {
return games.find(game => game.id === gameId);
}, [games]);
const getFilteredGames = useCallback(async (): Promise<Game[]> => {
try {
return await GameService.getGamesByFilter(filter);
} catch (err) {
console.error('Failed to get filtered games:', err);
setError('Failed to load filtered games');
return games.filter(game => {
if (filter === 'active') return game.status === 'active';
if (filter === 'completed') return game.status === 'completed';
return true;
});
}
}, [filter, games]);
const getPlayerNameHistory = useCallback((): string[] => {
// Extract player names from current games for immediate UI use
const nameLastUsed: Record<string, number> = {};
games.forEach(game => {
const timestamp = new Date(game.updatedAt).getTime();
if ('players' in game) {
// EndlosGame
game.players.forEach(player => {
nameLastUsed[player.name] = Math.max(nameLastUsed[player.name] || 0, timestamp);
});
} else {
// StandardGame
if (game.player1) nameLastUsed[game.player1] = Math.max(nameLastUsed[game.player1] || 0, timestamp);
if (game.player2) nameLastUsed[game.player2] = Math.max(nameLastUsed[game.player2] || 0, timestamp);
if (game.player3) nameLastUsed[game.player3] = Math.max(nameLastUsed[game.player3] || 0, timestamp);
}
});
return [...new Set(Object.keys(nameLastUsed))].sort((a, b) => nameLastUsed[b] - nameLastUsed[a]);
}, [games]);
return {
games,
filter,
setFilter,
loading,
error,
addGame,
updateGame,
deleteGame,
getGameById,
getFilteredGames,
getPlayerNameHistory,
};
}

60
src/hooks/useModal.ts Normal file
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import { useState, useCallback } from 'preact/hooks';
import type { ModalState, ValidationState, CompletionModalState } from '../types/ui';
import type { Game } from '../types/game';
export function useModal() {
const [modal, setModal] = useState<ModalState>({ open: false, gameId: null });
const openModal = useCallback((gameId?: number) => {
setModal({ open: true, gameId });
}, []);
const closeModal = useCallback(() => {
setModal({ open: false, gameId: null });
}, []);
return {
modal,
openModal,
closeModal,
};
}
export function useValidationModal() {
const [validation, setValidation] = useState<ValidationState>({ open: false, message: '' });
const showValidation = useCallback((message: string) => {
setValidation({ open: true, message });
}, []);
const closeValidation = useCallback(() => {
setValidation({ open: false, message: '' });
}, []);
return {
validation,
showValidation,
closeValidation,
};
}
export function useCompletionModal() {
const [completionModal, setCompletionModal] = useState<CompletionModalState>({
open: false,
game: null
});
const openCompletionModal = useCallback((game: Game) => {
setCompletionModal({ open: true, game });
}, []);
const closeCompletionModal = useCallback(() => {
setCompletionModal({ open: false, game: null });
}, []);
return {
completionModal,
openCompletionModal,
closeCompletionModal,
};
}

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import { useState, useCallback } from 'preact/hooks';
import type { NewGameStep, NewGameData } from '../types/game';
type Screen = 'game-list' | 'new-game' | 'game-detail';
export function useNavigation() {
const [screen, setScreen] = useState<Screen>('game-list');
const [currentGameId, setCurrentGameId] = useState<number | null>(null);
const showGameList = useCallback(() => {
setScreen('game-list');
setCurrentGameId(null);
}, []);
const showNewGame = useCallback(() => {
setScreen('new-game');
setCurrentGameId(null);
}, []);
const showGameDetail = useCallback((gameId: number) => {
setCurrentGameId(gameId);
setScreen('game-detail');
}, []);
return {
screen,
currentGameId,
showGameList,
showNewGame,
showGameDetail,
};
}
export function useNewGameWizard() {
const [newGameStep, setNewGameStep] = useState<NewGameStep>(null);
const [newGameData, setNewGameData] = useState<NewGameData>({
player1: '',
player2: '',
player3: '',
gameType: '',
raceTo: '',
});
const startWizard = useCallback(() => {
setNewGameStep('player1');
setNewGameData({
player1: '',
player2: '',
player3: '',
gameType: '',
raceTo: '',
});
}, []);
const resetWizard = useCallback(() => {
setNewGameStep(null);
setNewGameData({
player1: '',
player2: '',
player3: '',
gameType: '',
raceTo: '',
});
}, []);
const updateGameData = useCallback((data: Partial<NewGameData>) => {
setNewGameData(prev => ({ ...prev, ...data }));
}, []);
const nextStep = useCallback((step: NewGameStep) => {
setNewGameStep(step);
}, []);
return {
newGameStep,
newGameData,
startWizard,
resetWizard,
updateGameData,
nextStep,
};
}

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---
---
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<meta name="viewport" content="interactive-widget=resizes-content">
<title>BSC Score</title>
<style>
body {
margin: 0;
padding: 0;
box-sizing: border-box;
}
.layout-header {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 10vh;
background: #222;
color: #fff;
display: flex;
align-items: center;
justify-content: center;
z-index: 1000;
}
.layout-footer {
position: fixed;
bottom: 0;
left: 0;
width: 100vw;
height: 10vh;
background: #222;
color: #fff;
display: flex;
align-items: center;
justify-content: center;
z-index: 1000;
}
.layout-main {
min-height: 80vh;
margin-top: 10vh;
margin-bottom: 10vh;
width: 100vw;
box-sizing: border-box;
}
</style>
</head>
<body>
<header class="layout-header">
<!-- BUTTONS PLACEHOLDER -->
<div style="width:100%; display:flex; justify-content:center; gap:1rem;">
<button disabled>Button 1</button>
<button disabled>Button 2</button>
<button disabled>Button 3</button>
</div>
</header>
<main class="layout-main">
<slot />
</main>
<footer class="layout-footer">
<!-- INFO PLACEHOLDER -->
<div style="width:100%; text-align:center;">
<span>Informational text goes here. &copy; {new Date().getFullYear()} BSC Score</span>
</div>
</footer>
</body>
</html>

38
src/pages/index.astro Normal file
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---
import "../styles/index.css";
import BscScoreApp from "../components/BscScoreApp.astro";
import App from "../components/App";
---
<!DOCTYPE html>
<html lang="de">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>BSC Score - Pool Scoring App</title>
<meta name="description" content="Professional pool/billiards scoring application for tournaments and casual games">
<!-- Performance optimizations -->
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<!-- PWA Meta tags -->
<meta name="theme-color" content="#1a1a1a">
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
<!-- Favicon -->
<link rel="icon" type="image/x-icon" href="/favicon.ico">
<link rel="icon" type="image/png" sizes="192x192" href="/icon-192.png">
<link rel="icon" type="image/png" sizes="512x512" href="/icon-512.png">
</head>
<body>
<BscScoreApp>
<!--
Using client:only for the main app since it's highly interactive
and benefits from full client-side rendering
-->
<App client:only="preact" slot="app-content" />
</BscScoreApp>
</body>
</html>

317
src/services/gameService.ts Normal file
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import type { Game, GameType, StandardGame, EndlosGame, NewGameData, BreakRule } from '../types/game';
import { IndexedDBService } from './indexedDBService';
const LOCAL_STORAGE_KEY = 'bscscore_games';
export class GameService {
/**
* Load games from IndexedDB (with localStorage fallback)
*/
static async loadGames(): Promise<Game[]> {
try {
// Try IndexedDB first
await IndexedDBService.init();
const games = await IndexedDBService.loadGames();
if (games.length > 0) {
console.log(`Loaded ${games.length} games from IndexedDB`);
return games;
}
// Fallback to localStorage if IndexedDB is empty
console.log('IndexedDB empty, checking localStorage for migration...');
return this.migrateFromLocalStorage();
} catch (error) {
console.error('Error loading games from IndexedDB:', error);
// Fallback to localStorage
return this.migrateFromLocalStorage();
}
}
/**
* Migrate data from localStorage to IndexedDB
*/
private static async migrateFromLocalStorage(): Promise<Game[]> {
try {
const savedGames = localStorage.getItem(LOCAL_STORAGE_KEY);
if (!savedGames) return [];
const parsed = JSON.parse(savedGames);
if (!Array.isArray(parsed)) {
console.warn('Invalid games data in localStorage, resetting to empty array');
return [];
}
// Migrate to IndexedDB
console.log(`Migrating ${parsed.length} games from localStorage to IndexedDB...`);
for (const game of parsed) {
await IndexedDBService.saveGame(game);
}
// Clear localStorage after successful migration
localStorage.removeItem(LOCAL_STORAGE_KEY);
console.log('Migration completed, localStorage cleared');
return parsed;
} catch (error) {
console.error('Error migrating from localStorage:', error);
// Clear corrupted data
localStorage.removeItem(LOCAL_STORAGE_KEY);
return [];
}
}
/**
* Save a single game to IndexedDB
*/
static async saveGame(game: Game): Promise<void> {
try {
if (!game || typeof game.id !== 'number') {
console.error('Invalid game data provided to saveGame');
return;
}
await IndexedDBService.saveGame(game);
// Update player statistics
await this.updatePlayerStats(game);
} catch (error) {
console.error('Error saving game to IndexedDB:', error);
throw error;
}
}
/**
* Save multiple games to IndexedDB
*/
static async saveGames(games: Game[]): Promise<void> {
try {
if (!Array.isArray(games)) {
console.error('Invalid games data provided to saveGames');
return;
}
// Save each game individually
for (const game of games) {
await this.saveGame(game);
}
} catch (error) {
console.error('Error saving games to IndexedDB:', error);
throw error;
}
}
/**
* Update player statistics when a game is saved
*/
private static async updatePlayerStats(game: Game): Promise<void> {
try {
if ('players' in game) {
// EndlosGame
for (const player of game.players) {
await IndexedDBService.updatePlayerStats(player.name, 1, player.score);
}
} else {
// StandardGame
await IndexedDBService.updatePlayerStats(game.player1, 1, game.score1);
await IndexedDBService.updatePlayerStats(game.player2, 1, game.score2);
if (game.player3) {
await IndexedDBService.updatePlayerStats(game.player3, 1, game.score3 || 0);
}
}
} catch (error) {
console.warn('Failed to update player statistics:', error);
// Don't throw here as it's not critical
}
}
/**
* Create a new game
*/
static createGame(gameData: NewGameData): Game {
// Validate input data
if (!gameData.player1?.trim() || !gameData.player2?.trim()) {
throw new Error('Player names are required');
}
if (!gameData.gameType) {
throw new Error('Game type is required');
}
const raceTo = parseInt(gameData.raceTo, 10);
if (isNaN(raceTo) || raceTo <= 0) {
throw new Error('Invalid race to value');
}
const baseGame = {
id: Date.now(),
gameType: gameData.gameType as GameType,
raceTo,
status: 'active' as const,
createdAt: new Date().toISOString(),
updatedAt: new Date().toISOString(),
log: [],
undoStack: [],
};
const standardGame: StandardGame = {
...baseGame,
player1: gameData.player1,
player2: gameData.player2,
score1: 0,
score2: 0,
breakRule: (gameData.breakRule as BreakRule) || 'winnerbreak',
breakOrder: (() => {
// Determine break order from inputs, fallback defaults
const players: number[] = [1, 2];
if (gameData.player3?.trim()) players.push(3);
const first = (typeof gameData.breakFirst === 'number' ? gameData.breakFirst : 1) as number;
const second = (typeof gameData.breakSecond === 'number' ? gameData.breakSecond : (players.includes(2) && first !== 2 ? 2 : (players.includes(3) ? 3 : 2))) as number;
const order = [first];
if (players.length === 2) {
order.push(first === 1 ? 2 : 1);
} else {
// 3 players: add chosen second, then the remaining third
order.push(second);
const third = [1,2,3].find(p => p !== first && p !== second)!;
order.push(third);
}
return order;
})(),
currentBreakerIdx: 0,
};
if (gameData.player3) {
standardGame.player3 = gameData.player3;
standardGame.score3 = 0;
}
return standardGame;
}
/**
* Update a game's score (for standard games)
*/
static updateGameScore(game: StandardGame, player: number, change: number): StandardGame {
const updated = { ...game };
if (player === 1) updated.score1 = Math.max(0, updated.score1 + change);
if (player === 2) updated.score2 = Math.max(0, updated.score2 + change);
if (player === 3 && updated.score3 !== undefined) {
updated.score3 = Math.max(0, updated.score3 + change);
}
// Breaker logic
if (change > 0) {
if ((updated.breakRule || 'winnerbreak') === 'winnerbreak') {
// Winner keeps break: set breaker to this player
const order = updated.breakOrder || [1,2].concat(updated.score3 !== undefined ? [3] : []);
updated.breakOrder = order;
const idx = order.findIndex(p => p === player);
updated.currentBreakerIdx = idx >= 0 ? idx : 0;
} else {
// Wechselbreak: rotate to next
const order = updated.breakOrder || [1,2].concat(updated.score3 !== undefined ? [3] : []);
updated.breakOrder = order;
const curr = typeof updated.currentBreakerIdx === 'number' ? updated.currentBreakerIdx : 0;
updated.currentBreakerIdx = (curr + 1) % order.length;
}
}
updated.updatedAt = new Date().toISOString();
return updated;
}
/**
* Check if a game is completed based on raceTo
*/
static isGameCompleted(game: Game): boolean {
if (game.status === 'completed') return true;
// If raceTo is Infinity, the game never completes automatically
if (game.raceTo === Infinity) return false;
if ('players' in game) {
// EndlosGame
return game.players.some(player => player.score >= game.raceTo);
} else {
// StandardGame
const scores = [game.score1, game.score2, game.score3].filter(score => score !== undefined);
return scores.some(score => score >= game.raceTo);
}
}
/**
* Get the winner of a completed game
*/
static getGameWinner(game: Game): string | null {
if (!this.isGameCompleted(game)) return null;
// If raceTo is Infinity, there's no automatic winner
if (game.raceTo === Infinity) return null;
if ('players' in game) {
// EndlosGame
const winner = game.players.find(player => player.score >= game.raceTo);
return winner?.name || null;
} else {
// StandardGame
if (game.score1 >= game.raceTo) return game.player1;
if (game.score2 >= game.raceTo) return game.player2;
if (game.player3 && game.score3 && game.score3 >= game.raceTo) return game.player3;
}
return null;
}
/**
* Get player name history from IndexedDB
*/
static async getPlayerNameHistory(): Promise<string[]> {
try {
return await IndexedDBService.getPlayerNameHistory();
} catch (error) {
console.error('Error loading player history from IndexedDB:', error);
return [];
}
}
/**
* Get games by filter from IndexedDB
*/
static async getGamesByFilter(filter: 'all' | 'active' | 'completed'): Promise<Game[]> {
try {
return await IndexedDBService.getGamesByFilter(filter);
} catch (error) {
console.error('Error loading filtered games from IndexedDB:', error);
return [];
}
}
/**
* Delete a game from IndexedDB
*/
static async deleteGame(gameId: number): Promise<void> {
try {
await IndexedDBService.deleteGame(gameId);
} catch (error) {
console.error('Error deleting game from IndexedDB:', error);
throw error;
}
}
/**
* Get storage information
*/
static async getStorageInfo(): Promise<{ gameCount: number; estimatedSize: number }> {
try {
return await IndexedDBService.getStorageInfo();
} catch (error) {
console.error('Error getting storage info:', error);
return { gameCount: 0, estimatedSize: 0 };
}
}
}

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import type { Game, GameType, StandardGame, EndlosGame, NewGameData } from '../types/game';
const DB_NAME = 'BSCScoreDB';
const DB_VERSION = 1;
const GAMES_STORE = 'games';
const PLAYERS_STORE = 'players';
export interface GameStore {
id: number;
game: Game;
lastModified: number;
syncStatus: 'local' | 'synced' | 'pending' | 'conflict';
version: number;
createdAt: number;
}
export interface PlayerStore {
name: string;
lastUsed: number;
gameCount: number;
totalScore: number;
}
export class IndexedDBService {
private static db: IDBDatabase | null = null;
private static initPromise: Promise<IDBDatabase> | null = null;
/**
* Initialize IndexedDB connection
*/
static async init(): Promise<IDBDatabase> {
if (this.db) {
return this.db;
}
if (this.initPromise) {
return this.initPromise;
}
this.initPromise = new Promise((resolve, reject) => {
const request = indexedDB.open(DB_NAME, DB_VERSION);
request.onerror = () => {
console.error('Failed to open IndexedDB:', request.error);
reject(request.error);
};
request.onsuccess = () => {
this.db = request.result;
console.log('IndexedDB initialized successfully');
resolve(this.db);
};
request.onupgradeneeded = (event) => {
const db = (event.target as IDBOpenDBRequest).result;
// Create games store
if (!db.objectStoreNames.contains(GAMES_STORE)) {
const gamesStore = db.createObjectStore(GAMES_STORE, { keyPath: 'id' });
gamesStore.createIndex('lastModified', 'lastModified', { unique: false });
gamesStore.createIndex('syncStatus', 'syncStatus', { unique: false });
gamesStore.createIndex('gameType', 'game.gameType', { unique: false });
gamesStore.createIndex('status', 'game.status', { unique: false });
gamesStore.createIndex('createdAt', 'createdAt', { unique: false });
}
// Create players store
if (!db.objectStoreNames.contains(PLAYERS_STORE)) {
const playersStore = db.createObjectStore(PLAYERS_STORE, { keyPath: 'name' });
playersStore.createIndex('lastUsed', 'lastUsed', { unique: false });
playersStore.createIndex('gameCount', 'gameCount', { unique: false });
}
};
});
return this.initPromise;
}
/**
* Get database instance
*/
private static async getDB(): Promise<IDBDatabase> {
if (!this.db) {
await this.init();
}
return this.db!;
}
/**
* Execute a transaction with the database
*/
private static async executeTransaction<T>(
storeNames: string | string[],
mode: IDBTransactionMode,
operation: (store: IDBObjectStore) => IDBRequest<T>
): Promise<T> {
const db = await this.getDB();
const transaction = db.transaction(storeNames, mode);
const store = transaction.objectStore(Array.isArray(storeNames) ? storeNames[0] : storeNames);
return new Promise((resolve, reject) => {
const request = operation(store);
request.onsuccess = () => resolve(request.result);
request.onerror = () => reject(request.error);
transaction.onerror = () => reject(transaction.error);
});
}
/**
* Save a game to IndexedDB
*/
static async saveGame(game: Game): Promise<void> {
const db = await this.getDB();
const transaction = db.transaction([GAMES_STORE], 'readwrite');
const store = transaction.objectStore(GAMES_STORE);
const gameStore: GameStore = {
id: game.id,
game,
lastModified: Date.now(),
syncStatus: 'local',
version: 1,
createdAt: new Date(game.createdAt).getTime(),
};
return new Promise((resolve, reject) => {
const request = store.put(gameStore);
request.onsuccess = () => {
console.log(`Game ${game.id} saved to IndexedDB`);
resolve();
};
request.onerror = () => {
console.error(`Failed to save game ${game.id}:`, request.error);
reject(request.error);
};
});
}
/**
* Load all games from IndexedDB
*/
static async loadGames(): Promise<Game[]> {
const db = await this.getDB();
const transaction = db.transaction([GAMES_STORE], 'readonly');
const store = transaction.objectStore(GAMES_STORE);
return new Promise((resolve, reject) => {
const request = store.getAll();
request.onsuccess = () => {
const gameStores: GameStore[] = request.result;
const games = gameStores
.sort((a, b) => b.lastModified - a.lastModified)
.map(store => store.game);
console.log(`Loaded ${games.length} games from IndexedDB`);
resolve(games);
};
request.onerror = () => {
console.error('Failed to load games from IndexedDB:', request.error);
reject(request.error);
};
});
}
/**
* Load a specific game by ID
*/
static async loadGame(gameId: number): Promise<Game | null> {
const db = await this.getDB();
const transaction = db.transaction([GAMES_STORE], 'readonly');
const store = transaction.objectStore(GAMES_STORE);
return new Promise((resolve, reject) => {
const request = store.get(gameId);
request.onsuccess = () => {
const gameStore: GameStore | undefined = request.result;
resolve(gameStore ? gameStore.game : null);
};
request.onerror = () => {
console.error(`Failed to load game ${gameId}:`, request.error);
reject(request.error);
};
});
}
/**
* Delete a game from IndexedDB
*/
static async deleteGame(gameId: number): Promise<void> {
const db = await this.getDB();
const transaction = db.transaction([GAMES_STORE], 'readwrite');
const store = transaction.objectStore(GAMES_STORE);
return new Promise((resolve, reject) => {
const request = store.delete(gameId);
request.onsuccess = () => {
console.log(`Game ${gameId} deleted from IndexedDB`);
resolve();
};
request.onerror = () => {
console.error(`Failed to delete game ${gameId}:`, request.error);
reject(request.error);
};
});
}
/**
* Get games by filter
*/
static async getGamesByFilter(filter: 'all' | 'active' | 'completed'): Promise<Game[]> {
const db = await this.getDB();
const transaction = db.transaction([GAMES_STORE], 'readonly');
const store = transaction.objectStore(GAMES_STORE);
const index = store.index('status');
return new Promise((resolve, reject) => {
let request: IDBRequest<GameStore[]>;
if (filter === 'all') {
request = store.getAll();
} else {
request = index.getAll(filter);
}
request.onsuccess = () => {
const gameStores: GameStore[] = request.result;
const games = gameStores
.sort((a, b) => b.lastModified - a.lastModified)
.map(store => store.game);
resolve(games);
};
request.onerror = () => {
console.error(`Failed to load ${filter} games:`, request.error);
reject(request.error);
};
});
}
/**
* Update player statistics
*/
static async updatePlayerStats(playerName: string, gameCount: number = 1, totalScore: number = 0): Promise<void> {
const db = await this.getDB();
const transaction = db.transaction([PLAYERS_STORE], 'readwrite');
const store = transaction.objectStore(PLAYERS_STORE);
return new Promise((resolve, reject) => {
// First, try to get existing player data
const getRequest = store.get(playerName);
getRequest.onsuccess = () => {
const existingPlayer: PlayerStore | undefined = getRequest.result;
const playerStore: PlayerStore = {
name: playerName,
lastUsed: Date.now(),
gameCount: existingPlayer ? existingPlayer.gameCount + gameCount : gameCount,
totalScore: existingPlayer ? existingPlayer.totalScore + totalScore : totalScore,
};
const putRequest = store.put(playerStore);
putRequest.onsuccess = () => resolve();
putRequest.onerror = () => reject(putRequest.error);
};
getRequest.onerror = () => reject(getRequest.error);
});
}
/**
* Get player name history sorted by last used
*/
static async getPlayerNameHistory(): Promise<string[]> {
const db = await this.getDB();
const transaction = db.transaction([PLAYERS_STORE], 'readonly');
const store = transaction.objectStore(PLAYERS_STORE);
const index = store.index('lastUsed');
return new Promise((resolve, reject) => {
const request = index.getAll();
request.onsuccess = () => {
const players: PlayerStore[] = request.result;
const sortedNames = players
.sort((a, b) => b.lastUsed - a.lastUsed)
.map(player => player.name);
resolve(sortedNames);
};
request.onerror = () => {
console.error('Failed to load player history:', request.error);
reject(request.error);
};
});
}
/**
* Clear all data (for testing or reset)
*/
static async clearAllData(): Promise<void> {
const db = await this.getDB();
const transaction = db.transaction([GAMES_STORE, PLAYERS_STORE], 'readwrite');
return new Promise((resolve, reject) => {
const gamesStore = transaction.objectStore(GAMES_STORE);
const playersStore = transaction.objectStore(PLAYERS_STORE);
const clearGames = gamesStore.clear();
const clearPlayers = playersStore.clear();
let completed = 0;
const onComplete = () => {
completed++;
if (completed === 2) {
console.log('All IndexedDB data cleared');
resolve();
}
};
clearGames.onsuccess = onComplete;
clearPlayers.onsuccess = onComplete;
clearGames.onerror = () => reject(clearGames.error);
clearPlayers.onerror = () => reject(clearPlayers.error);
});
}
/**
* Get storage usage information
*/
static async getStorageInfo(): Promise<{ gameCount: number; estimatedSize: number }> {
const games = await this.loadGames();
const estimatedSize = JSON.stringify(games).length;
return {
gameCount: games.length,
estimatedSize,
};
}
}

304
src/styles/index.css Normal file
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/* Global resets and utility styles */
* {
margin: 0;
padding: 0;
box-sizing: border-box;
-webkit-touch-callout: none;
-webkit-user-select: none;
-khtml-user-select: none;
-moz-user-select: none;
-ms-user-select: none;
user-select: none;
-webkit-tap-highlight-color: transparent;
}
/* Design system tokens */
:root {
/* Colors */
--color-primary: #ff9800;
--color-primary-hover: #ffa726;
--color-primary-light: rgba(255, 152, 0, 0.1);
--color-secondary: #333;
--color-secondary-hover: #444;
--color-background: #1a1a1a;
--color-surface: #222;
--color-surface-hover: #2a2a2a;
--color-text: #fff;
--color-text-secondary: #ccc;
--color-text-muted: #999;
--color-border: #333;
--color-success: #4caf50;
--color-danger: #f44336;
--color-warning: #ff9800;
/* Spacing system - 8px base */
--space-xs: 0.25rem; /* 4px */
--space-sm: 0.5rem; /* 8px */
--space-md: 1rem; /* 16px */
--space-lg: 1.5rem; /* 24px */
--space-xl: 2rem; /* 32px */
--space-xxl: 3rem; /* 48px */
/* Typography */
--font-size-xs: 0.75rem; /* 12px */
--font-size-sm: 0.875rem; /* 14px */
--font-size-base: 1rem; /* 16px */
--font-size-lg: 1.125rem; /* 18px */
--font-size-xl: 1.25rem; /* 20px */
--font-size-xxl: 1.5rem; /* 24px */
--font-size-xxxl: 2rem; /* 32px */
/* Touch targets */
--touch-target-min: 44px;
--touch-target-comfortable: 48px;
/* Border radius */
--radius-sm: 4px;
--radius-md: 8px;
--radius-lg: 12px;
--radius-xl: 16px;
/* Shadows */
--shadow-sm: 0 1px 3px rgba(0, 0, 0, 0.12);
--shadow-md: 0 4px 6px rgba(0, 0, 0, 0.16);
--shadow-lg: 0 8px 24px rgba(0, 0, 0, 0.24);
/* Transitions */
--transition-fast: 0.15s ease;
--transition-base: 0.2s ease;
--transition-slow: 0.3s ease;
}
/* Tablet-specific design tokens */
@media (min-width: 768px) and (max-width: 1024px) {
:root {
--touch-target-min: 48px;
--touch-target-comfortable: 56px;
--space-md: 1.25rem; /* 20px */
--space-lg: 2rem; /* 32px */
--space-xl: 2.5rem; /* 40px */
--font-size-base: 1.125rem; /* 18px */
--font-size-lg: 1.25rem; /* 20px */
--font-size-xl: 1.5rem; /* 24px */
--font-size-xxl: 1.75rem; /* 28px */
--font-size-xxxl: 2.25rem; /* 36px */
}
}
body {
font-family: 'Inter', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, sans-serif;
background-color: var(--color-background);
color: var(--color-text);
min-height: 100vh;
overscroll-behavior: none;
line-height: 1.5;
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
}
/* Improved input styling for better tablet experience */
input, select {
min-height: var(--touch-target-comfortable);
padding: var(--space-md);
font-size: var(--font-size-base);
border: 2px solid var(--color-border);
border-radius: var(--radius-md);
background: var(--color-surface);
color: var(--color-text);
transition: border-color var(--transition-base);
}
input:focus, select:focus {
outline: none;
border-color: var(--color-primary);
box-shadow: 0 0 0 3px var(--color-primary-light);
}
/* Enhanced button styling */
.btn {
min-height: var(--touch-target-comfortable);
padding: var(--space-md) var(--space-lg);
color: var(--color-text);
background: var(--color-secondary);
border: none;
border-radius: var(--radius-md);
font-size: var(--font-size-base);
font-weight: 600;
cursor: pointer;
touch-action: manipulation;
transition: all var(--transition-base);
display: inline-flex;
align-items: center;
justify-content: center;
gap: var(--space-sm);
text-decoration: none;
user-select: none;
}
.btn:hover {
background: var(--color-secondary-hover);
transform: translateY(-1px);
}
.btn:active {
transform: translateY(0);
}
.btn-primary {
background: var(--color-primary);
color: white;
}
.btn--secondary {
background: #333;
color: #fff;
border: 2px solid #555;
}
.btn--secondary:hover {
background: #444;
border-color: #666;
transform: translateY(-1px);
box-shadow: 0 4px 12px rgba(0, 0, 0, 0.3);
}
.btn-primary:hover {
background: var(--color-primary-hover);
}
/* Utility button for new game with better spacing */
.new-game-button {
width: 100%;
background: var(--color-primary);
color: white;
border: none;
border-radius: var(--radius-lg);
font-size: var(--font-size-xxl);
font-weight: 700;
padding: var(--space-xl) var(--space-lg);
margin-bottom: var(--space-lg);
cursor: pointer;
transition: all var(--transition-base);
text-align: center;
display: flex;
align-items: center;
justify-content: center;
box-shadow: var(--shadow-lg);
letter-spacing: 0.5px;
gap: var(--space-md);
min-height: var(--touch-target-comfortable);
}
.new-game-button::before {
content: '+';
font-size: 2.2rem;
font-weight: 900;
display: inline-block;
line-height: 1;
}
.new-game-button:hover {
background: var(--color-primary-hover);
transform: translateY(-2px);
box-shadow: 0 8px 40px rgba(255, 152, 0, 0.4);
}
.new-game-button:active {
transform: translateY(-1px);
}
/* Navigation buttons with improved spacing */
.nav-buttons {
display: flex;
flex-direction: column;
gap: var(--space-md);
margin: var(--space-lg) 0 0 0;
}
/* Tablet-specific improvements */
@media (min-width: 768px) and (max-width: 1024px) {
.nav-buttons {
flex-direction: row;
gap: var(--space-lg);
}
.btn {
flex: 1;
min-height: var(--touch-target-comfortable);
}
.new-game-button {
padding: var(--space-xxl) var(--space-xl);
font-size: var(--font-size-xxxl);
}
}
/* Enhanced modal styling */
.modal {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
background-color: rgba(0, 0, 0, 0.8);
backdrop-filter: blur(4px);
z-index: 9999;
display: flex;
justify-content: center;
align-items: center;
padding: var(--space-lg);
}
.modal.show {
display: flex;
}
/* Screen reader only content */
.sr-only {
position: absolute;
width: 1px;
height: 1px;
padding: 0;
margin: -1px;
overflow: hidden;
clip: rect(0, 0, 0, 0);
white-space: nowrap;
border: 0;
}
/* Skip link for keyboard navigation */
.skip-link {
position: absolute;
top: -40px;
left: 6px;
background: var(--color-primary);
color: white;
padding: 8px;
text-decoration: none;
border-radius: 4px;
z-index: 10000;
}
.skip-link:focus {
top: 6px;
}
/* Responsive fullscreen toggle */
@media screen and (max-width: 480px) {
.fullscreenToggle {
bottom: var(--space-md);
right: var(--space-md);
width: 40px;
height: 40px;
}
}
@media (min-width: 768px) and (max-width: 1024px) {
.fullscreenToggle {
bottom: var(--space-lg);
right: var(--space-lg);
width: 56px;
height: 56px;
}
}

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src/types/css-modules.d.ts vendored Normal file
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declare module '*.module.css' {
const classes: { [key: string]: string };
export default classes;
}
declare module '*.css' {
const content: string;
export default content;
}

74
src/types/game.ts Normal file
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export type GameStatus = 'active' | 'completed';
export type GameType = '8-Ball' | '9-Ball' | '10-Ball';
export type SyncStatus = 'local' | 'synced' | 'pending' | 'conflict';
export interface Player {
name: string;
score: number;
consecutiveFouls?: number;
}
export interface GameAction {
type: 'score_change' | 'game_complete' | 'game_forfeit' | 'undo';
player?: number;
change?: number;
timestamp: string;
description: string;
}
export interface BaseGame {
id: number;
gameType: GameType;
raceTo: number;
status: GameStatus;
createdAt: string;
updatedAt: string;
log: GameAction[];
undoStack: BaseGame[];
// Sync fields for future online functionality
syncStatus?: SyncStatus;
version?: number;
lastModified?: number;
}
export type BreakRule = 'winnerbreak' | 'wechselbreak';
export interface StandardGame extends BaseGame {
player1: string;
player2: string;
player3?: string;
score1: number;
score2: number;
score3?: number;
// Break management
breakRule?: BreakRule; // default winnerbreak for backfill
breakOrder?: number[]; // 1-based player indices, e.g. [1,2] or [1,2,3]
currentBreakerIdx?: number; // index into breakOrder
}
export interface EndlosGame extends BaseGame {
players: Player[];
currentPlayer: number | null;
ballsOnTable: number;
winner?: string;
forfeitedBy?: string;
}
export type Game = StandardGame | EndlosGame;
export interface NewGameData {
player1: string;
player2: string;
player3: string;
gameType: GameType | '';
raceTo: string;
breakRule?: BreakRule | '';
breakFirst?: number | '';
breakSecond?: number | '';
}
export type NewGameStep = 'player1' | 'player2' | 'player3' | 'gameType' | 'breakRule' | 'breakOrder' | 'raceTo' | null;
export type GameFilter = 'all' | 'active' | 'completed';

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export interface ModalState {
open: boolean;
gameId?: number | null;
}
export interface ValidationState {
open: boolean;
message: string;
}
import type { Game } from './game';
export interface CompletionModalState {
open: boolean;
game: Game | null;
}
export interface AppScreen {
current: 'game-list' | 'new-game' | 'game-detail';
}
export interface ButtonProps {
variant?: 'primary' | 'secondary' | 'danger';
size?: 'small' | 'medium' | 'large';
disabled?: boolean;
children?: React.ReactNode;
onClick?: () => void;
'aria-label'?: string;
style?: React.CSSProperties;
className?: string;
type?: 'button' | 'submit' | 'reset';
[key: string]: unknown; // Allow additional props
}

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import type { GameType } from '../types/game';
export const GAME_TYPES: Array<{ value: GameType; label: string; defaultRaceTo: number }> = [
{ value: '8-Ball', label: '8-Ball', defaultRaceTo: 5 },
{ value: '9-Ball', label: '9-Ball', defaultRaceTo: 9 },
{ value: '10-Ball', label: '10-Ball', defaultRaceTo: 10 },
];
export const RACE_TO_OPTIONS = [
{ value: '5', label: 'Race to 5' },
{ value: '7', label: 'Race to 7' },
{ value: '9', label: 'Race to 9' },
{ value: '11', label: 'Race to 11' },
{ value: '15', label: 'Race to 15' },
{ value: '25', label: 'Race to 25' },
{ value: '50', label: 'Race to 50' },
{ value: '100', label: 'Race to 100' },
{ value: '150', label: 'Race to 150' },
];
export const LOCAL_STORAGE_KEYS = {
GAMES: 'bscscore_games',
SETTINGS: 'bscscore_settings',
PLAYER_HISTORY: 'bscscore_player_history',
} as const;
export const APP_CONFIG = {
MAX_PLAYER_NAME_LENGTH: 20,
MAX_GAME_HISTORY: 100,
MAX_PLAYER_HISTORY: 50,
UNDO_STACK_SIZE: 10,
} as const;
export const VALIDATION_MESSAGES = {
PLAYER_NAME_REQUIRED: 'Spielername ist erforderlich',
PLAYER_NAME_TOO_LONG: `Spielername darf maximal ${APP_CONFIG.MAX_PLAYER_NAME_LENGTH} Zeichen lang sein`,
GAME_TYPE_REQUIRED: 'Spieltyp muss ausgewählt werden',
RACE_TO_REQUIRED: 'Race-to Wert ist erforderlich',
RACE_TO_INVALID: 'Race-to Wert muss eine positive Zahl sein',
DUPLICATE_PLAYER_NAMES: 'Spielernamen müssen eindeutig sein',
} as const;
export const BREAKPOINTS = {
MOBILE: '480px',
TABLET: '768px',
DESKTOP: '1024px',
LARGE_DESKTOP: '1200px',
} as const;
export const UI_CONSTANTS = {
// Progress indicators
TOTAL_WIZARD_STEPS: 5,
// Input styling
INPUT_FONT_SIZE: '1.2rem',
LABEL_FONT_SIZE: '1.3rem',
INPUT_MIN_HEIGHT: 48,
INPUT_PADDING_RIGHT: 44,
// Button styling
ARROW_BUTTON_SIZE: 80,
ARROW_BUTTON_FONT_SIZE: 48,
QUICK_PICK_PADDING: '12px 20px',
QUICK_PICK_FONT_SIZE: '1.1rem',
// Spacing
MARGIN_BOTTOM_LARGE: 32,
MARGIN_BOTTOM_MEDIUM: 24,
MARGIN_BOTTOM_SMALL: 16,
MARGIN_TOP_NAV: 48,
// Quick pick limits
MAX_QUICK_PICKS: 10,
// Animation durations
TOAST_DURATION: 3000,
TOAST_ANIMATION_DELAY: 300,
} as const;
export const WIZARD_STEPS = {
PLAYER1: 1,
PLAYER2: 2,
PLAYER3: 3,
GAME_TYPE: 4,
RACE_TO: 5,
} as const;
export const GAME_TYPE_OPTIONS = ['8-Ball', '9-Ball', '10-Ball'] as const;
export const RACE_TO_QUICK_PICKS = [1, 2, 3, 4, 5, 6, 7, 8, 9] as const;
export const RACE_TO_DEFAULT = 5;
export const RACE_TO_INFINITY = 'Infinity';
export const ERROR_MESSAGES = {
PLAYER1_REQUIRED: 'Bitte Namen für Spieler 1 eingeben',
PLAYER2_REQUIRED: 'Bitte Namen für Spieler 2 eingeben',
GAME_TYPE_REQUIRED: 'Spieltyp muss ausgewählt werden',
} as const;
export const ARIA_LABELS = {
BACK: 'Zurück',
NEXT: 'Weiter',
SKIP: 'Überspringen',
CLEAR_FIELD: 'Feld leeren',
SHOW_MORE_PLAYERS: 'Weitere Spieler anzeigen',
QUICK_PICK: (name: string) => `Schnellauswahl: ${name}`,
PLAYER_INPUT: (step: string) => `${step} Eingabe`,
} as const;
export const FORM_CONFIG = {
MAX_PLAYER_NAME_LENGTH: 20,
CHARACTER_COUNT_WARNING_THRESHOLD: 15,
VALIDATION_DEBOUNCE_MS: 300,
} as const;
export const ERROR_STYLES = {
CONTAINER: {
padding: '8px 12px',
backgroundColor: '#ffebee',
border: '1px solid #f44336',
borderRadius: '4px',
color: '#d32f2f',
fontSize: '0.875rem',
display: 'flex',
alignItems: 'center',
gap: '8px',
},
ICON: {
fontSize: '16px',
},
} as const;

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import type { Game, StandardGame, EndlosGame } from '../types/game';
/**
* Game utility functions for common operations
*/
export function isEndlosGame(game: Game): game is EndlosGame {
return 'players' in game;
}
export function isStandardGame(game: Game): game is StandardGame {
return !('players' in game);
}
export function formatGameTime(dateString: string): string {
const date = new Date(dateString);
const now = new Date();
const diffInHours = (now.getTime() - date.getTime()) / (1000 * 60 * 60);
if (diffInHours < 1) {
return 'vor wenigen Minuten';
} else if (diffInHours < 24) {
return `vor ${Math.floor(diffInHours)} Stunde${Math.floor(diffInHours) !== 1 ? 'n' : ''}`;
} else if (diffInHours < 168) { // 7 days
const days = Math.floor(diffInHours / 24);
return `vor ${days} Tag${days !== 1 ? 'en' : ''}`;
} else {
return date.toLocaleDateString('de-DE');
}
}
export function getGameDuration(game: Game): string {
const start = new Date(game.createdAt);
const end = new Date(game.updatedAt);
const diffInMinutes = (end.getTime() - start.getTime()) / (1000 * 60);
if (diffInMinutes < 60) {
return `${Math.floor(diffInMinutes)} Min`;
} else {
const hours = Math.floor(diffInMinutes / 60);
const minutes = Math.floor(diffInMinutes % 60);
return `${hours}h ${minutes}m`;
}
}
export function calculateGameProgress(game: Game): number {
// If raceTo is Infinity, progress is always 0 (endless game)
if (game.raceTo === Infinity) return 0;
if (isEndlosGame(game)) {
const maxScore = Math.max(...game.players.map(p => p.score));
return Math.min((maxScore / game.raceTo) * 100, 100);
} else {
const scores = [game.score1, game.score2, game.score3 || 0];
const maxScore = Math.max(...scores);
return Math.min((maxScore / game.raceTo) * 100, 100);
}
}
export function getGameWinner(game: Game): string | null {
if (game.status !== 'completed') return null;
if ('winner' in game && game.winner) {
return game.winner;
}
// If raceTo is Infinity, there's no automatic winner
if (game.raceTo === Infinity) return null;
if (isEndlosGame(game)) {
const winner = game.players.find(player => player.score >= game.raceTo);
return winner?.name || null;
} else {
if (game.score1 >= game.raceTo) return game.player1;
if (game.score2 >= game.raceTo) return game.player2;
if (game.player3 && game.score3 && game.score3 >= game.raceTo) return game.player3;
}
return null;
}
export function getGamePlayers(game: Game): Array<{ name: string; score: number }> {
if (isEndlosGame(game)) {
return game.players.map(player => ({
name: player.name,
score: player.score,
}));
} else {
const players = [
{ name: game.player1, score: game.score1 },
{ name: game.player2, score: game.score2 },
];
if (game.player3) {
players.push({ name: game.player3, score: game.score3 || 0 });
}
return players;
}
}
export function validateGameData(data: any): boolean {
return !!(
data.player1?.trim() &&
data.player2?.trim() &&
data.gameType &&
data.raceTo &&
parseInt(data.raceTo) > 0
);
}

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import { IndexedDBService } from '../services/indexedDBService';
import { GameService } from '../services/gameService';
import type { NewGameData } from '../types/game';
/**
* Test utility for IndexedDB functionality
* Run this in the browser console to test the implementation
*/
export async function testIndexedDB() {
console.log('🧪 Starting IndexedDB tests...');
try {
// Test 1: Initialize IndexedDB
console.log('Test 1: Initializing IndexedDB...');
await IndexedDBService.init();
console.log('✅ IndexedDB initialized successfully');
// Test 2: Create a test game
console.log('Test 2: Creating test game...');
const testGameData: NewGameData = {
player1: 'Test Player 1',
player2: 'Test Player 2',
player3: 'Test Player 3',
gameType: '8-Ball',
raceTo: '5'
};
const testGame = GameService.createGame(testGameData);
console.log('✅ Test game created:', testGame);
// Test 3: Save game to IndexedDB
console.log('Test 3: Saving game to IndexedDB...');
await IndexedDBService.saveGame(testGame);
console.log('✅ Game saved to IndexedDB');
// Test 4: Load games from IndexedDB
console.log('Test 4: Loading games from IndexedDB...');
const loadedGames = await IndexedDBService.loadGames();
console.log('✅ Games loaded:', loadedGames.length, 'games found');
// Test 5: Test filtering
console.log('Test 5: Testing game filtering...');
const activeGames = await IndexedDBService.getGamesByFilter('active');
const completedGames = await IndexedDBService.getGamesByFilter('completed');
console.log('✅ Filtering works - Active:', activeGames.length, 'Completed:', completedGames.length);
// Test 6: Test player statistics
console.log('Test 6: Testing player statistics...');
await IndexedDBService.updatePlayerStats('Test Player 1', 1, 3);
await IndexedDBService.updatePlayerStats('Test Player 2', 1, 2);
const playerHistory = await IndexedDBService.getPlayerNameHistory();
console.log('✅ Player statistics updated:', playerHistory);
// Test 7: Test storage info
console.log('Test 7: Testing storage information...');
const storageInfo = await IndexedDBService.getStorageInfo();
console.log('✅ Storage info:', storageInfo);
// Test 8: Test game deletion
console.log('Test 8: Testing game deletion...');
await IndexedDBService.deleteGame(testGame.id);
const gamesAfterDelete = await IndexedDBService.loadGames();
console.log('✅ Game deleted - Remaining games:', gamesAfterDelete.length);
console.log('🎉 All IndexedDB tests passed!');
return {
success: true,
message: 'All tests passed successfully',
storageInfo,
playerHistory
};
} catch (error) {
console.error('❌ IndexedDB test failed:', error);
return {
success: false,
error: error.message,
message: 'Tests failed - check console for details'
};
}
}
/**
* Test localStorage migration
*/
export async function testLocalStorageMigration() {
console.log('🔄 Testing localStorage migration...');
try {
// Create some test data in localStorage
const testGames = [
{
id: Date.now(),
gameType: '8-Ball',
raceTo: 5,
status: 'active',
player1: 'Migration Test 1',
player2: 'Migration Test 2',
score1: 0,
score2: 0,
createdAt: new Date().toISOString(),
updatedAt: new Date().toISOString(),
log: [],
undoStack: []
}
];
localStorage.setItem('bscscore_games', JSON.stringify(testGames));
console.log('✅ Test data created in localStorage');
// Test migration
const migratedGames = await GameService.loadGames();
console.log('✅ Migration completed - Games loaded:', migratedGames.length);
// Verify localStorage is cleared
const remainingData = localStorage.getItem('bscscore_games');
console.log('✅ localStorage cleared after migration:', remainingData === null);
return {
success: true,
message: 'Migration test passed',
migratedGames: migratedGames.length
};
} catch (error) {
console.error('❌ Migration test failed:', error);
return {
success: false,
error: error.message,
message: 'Migration test failed'
};
}
}
// Make functions available globally for console testing
if (typeof window !== 'undefined') {
(window as any).testIndexedDB = testIndexedDB;
(window as any).testLocalStorageMigration = testLocalStorageMigration;
}

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import { APP_CONFIG, VALIDATION_MESSAGES } from './constants';
import type { NewGameData } from '../types/game';
export interface ValidationResult {
isValid: boolean;
errors: string[];
}
export function validatePlayerName(name: string): ValidationResult {
const errors: string[] = [];
const trimmedName = name.trim();
if (!trimmedName) {
errors.push(VALIDATION_MESSAGES.PLAYER_NAME_REQUIRED);
}
if (trimmedName.length > APP_CONFIG.MAX_PLAYER_NAME_LENGTH) {
errors.push(VALIDATION_MESSAGES.PLAYER_NAME_TOO_LONG);
}
return {
isValid: errors.length === 0,
errors,
};
}
export function validateGameData(data: NewGameData): ValidationResult {
const errors: string[] = [];
try {
// Validate player names
const player1Validation = validatePlayerName(data.player1);
const player2Validation = validatePlayerName(data.player2);
errors.push(...player1Validation.errors);
errors.push(...player2Validation.errors);
// Check for duplicate player names
const playerNames = [data.player1.trim(), data.player2.trim()];
if (data.player3?.trim()) {
const player3Validation = validatePlayerName(data.player3);
errors.push(...player3Validation.errors);
playerNames.push(data.player3.trim());
}
const uniqueNames = new Set(playerNames.filter(name => name.length > 0));
if (uniqueNames.size !== playerNames.filter(name => name.length > 0).length) {
errors.push(VALIDATION_MESSAGES.DUPLICATE_PLAYER_NAMES);
}
// Validate game type
if (!data.gameType?.trim()) {
errors.push(VALIDATION_MESSAGES.GAME_TYPE_REQUIRED);
}
// Validate race to
if (!data.raceTo?.trim()) {
errors.push(VALIDATION_MESSAGES.RACE_TO_REQUIRED);
} else {
const raceToNumber = parseInt(data.raceTo, 10);
if (isNaN(raceToNumber) || raceToNumber <= 0) {
errors.push(VALIDATION_MESSAGES.RACE_TO_INVALID);
}
}
} catch (error) {
console.error('Validation error:', error);
errors.push('Ein unerwarteter Validierungsfehler ist aufgetreten');
}
return {
isValid: errors.length === 0,
errors,
};
}
export function sanitizePlayerName(name: string): string {
return name
.trim()
.slice(0, APP_CONFIG.MAX_PLAYER_NAME_LENGTH)
.replace(/[^\w\s-]/g, ''); // Remove special characters except spaces and hyphens
}
export function validateRaceTo(value: string): ValidationResult {
const errors: string[] = [];
if (!value?.trim()) {
errors.push(VALIDATION_MESSAGES.RACE_TO_REQUIRED);
} else {
const numValue = parseInt(value, 10);
if (isNaN(numValue) || numValue <= 0) {
errors.push(VALIDATION_MESSAGES.RACE_TO_INVALID);
}
}
return {
isValid: errors.length === 0,
errors,
};
}

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{
"extends": "astro/tsconfigs/strict",
"include": [
".astro/types.d.ts",
"**/*"
],
"exclude": [
"dist"
],
"compilerOptions": {
"jsx": "react-jsx",
"jsxImportSource": "preact",
"lib": ["ES2020", "DOM", "DOM.Iterable"]
}
}