Apply velvet-table redesign, fix game lifecycle and history bugs
Frontend: - Dark green/gold "velvet table" visual redesign across the whole app (Auth, Lobby, GameList, GameTable, History, GameOver, modals), with Playfair Display/DM Sans typography and a centralized Tailwind palette. - Desktop game table fit-scales to fill the window; mobile gets overlapping hand/trick layouts and larger touch-friendly cards. - Standings sidebar now groups completed rounds by series with a per-series subtotal row, struck-through tips on missed bids. - History page rewritten into a scoreboard-style detail view (player totals beside names, series grouped 2-up on desktop / stacked on mobile) and gained game names, completed/abandoned status, and a button to reopen a prematurely-ended game back into the lobby. Backend: - Fix started games being deleted from memory (and vanishing from everyone's lobby) when all players disconnect; only `end_game` tears down a started game now. - Fix a crash writing a timezone-aware datetime into the naive `ended_at` Postgres column. - Add `reopen_game`/`restore_game` to un-end a prematurely-ended game from history and resume it from the lobby. - Let any seated player end an abandoned game once the host is offline, not just the host, so the game isn't stuck forever. - Expose SERIES_PER_GAME/ROUNDS_PER_SERIES as named constants on the engine so the persistence layer derives game-completion rules from bridzik.py instead of re-encoding them. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -1,6 +1,63 @@
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/** @type {import('tailwindcss').Config} */
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export default {
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content: ['./index.html', './src/**/*.{ts,tsx}'],
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theme: { extend: {} },
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theme: {
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extend: {
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colors: {
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// Velvet table palette (design handoff: "01 — Sametový stôl")
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table: '#090e0b',
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header: '#070c09',
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circle: '#0c1a0f',
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'circle-active': '#0e2015',
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gold: '#c9a84c',
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'gold-bright': '#f0d060',
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'gold-dim': '#e8c14a',
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// Secondary text is warm cream (not green) for legibility on the dark
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// table — the green is reserved for structure (felt, opponent cards).
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'green-dim': '#9c906c',
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'green-score': '#d8cba6',
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'green-circle': '#c2b58c',
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},
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fontFamily: {
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serif: ['"Playfair Display"', 'Georgia', 'serif'],
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sans: ['"DM Sans"', 'system-ui', 'sans-serif'],
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},
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keyframes: {
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// turn-pulse — blinking dot / placeholder slot
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tp: { '0%,100%': { opacity: '1' }, '50%': { opacity: '.5' } },
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// card-in — card lands on the table
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ci: {
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from: { opacity: '0', transform: 'translateY(-6px) scale(.9)' },
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to: { opacity: '1', transform: 'none' },
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},
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// active-ring — glowing gold ring around the active player circle
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ar: {
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'0%,100%': {
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boxShadow:
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'0 0 0 3px rgba(201,168,76,.18),0 0 18px rgba(201,168,76,.5),0 0 42px rgba(201,168,76,.2)',
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},
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'50%': {
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boxShadow:
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'0 0 0 5px rgba(201,168,76,.34),0 0 32px rgba(201,168,76,.85),0 0 56px rgba(201,168,76,.3)',
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},
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},
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// glow-1 — gold glow border on a playable card
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g1: {
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'0%,100%': {
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boxShadow: '0 0 18px rgba(201,168,76,.55),0 6px 18px rgba(0,0,0,.55)',
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},
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'50%': {
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boxShadow: '0 0 34px rgba(201,168,76,.85),0 6px 18px rgba(0,0,0,.55)',
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},
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},
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},
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animation: {
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tp: 'tp 1.8s ease-in-out infinite',
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ci: 'ci .3s ease both',
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ar: 'ar 2.2s ease-in-out infinite',
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g1: 'g1 2.2s ease-in-out infinite',
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},
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},
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},
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plugins: [],
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};
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