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# Dominoes Game - Technical Documentation
## Architecture Overview
This is a full-stack, real-time multiplayer dominoes game built with modern web technologies.
### Key Technologies
- **Frontend**: Next.js 16 (App Router), React 19, TypeScript
- **State Management**: Zustand
- **Real-time Communication**: Socket.IO
- **Styling**: Tailwind CSS v4
- **Animations**: Framer Motion
- **Graphics**: HTML5 Canvas API
## Game Features
### 1. Multiplayer Mode
- Real-time synchronization using WebSockets
- Support for 2-4 players per room
- Room-based game sessions with unique 6-character codes
- Automatic reconnection handling
- Player ready system before game starts
### 2. AI Mode
- Offline single-player against AI
- Three difficulty levels implemented (easy, medium, hard)
- Strategic tile selection algorithm
- Simulated thinking delays for realistic gameplay
### 3. Game Mechanics
- Traditional domino rules (0-6 tiles, 28 total)
- 7 tiles per player at start
- Boneyard for drawing additional tiles
- Turn-based gameplay with validation
- Win conditions: first to empty hand or lowest score when blocked
- Pass turn functionality when no valid moves
### 4. Visual Design
- Canvas-based domino tile rendering
- Draggable board for navigation
- Animated tile placement and removal
- Gradient backgrounds and modern UI
- Responsive layout for all screen sizes
- Visual feedback for playable tiles
## Project Structure
```
domino/
├── app/
│ ├── api/socket/
│ │ └── route.ts # Socket.IO API endpoint (legacy)
│ ├── globals.css # Global styles
│ ├── layout.tsx # Root layout with metadata
│ └── page.tsx # Main game page (client component)
├── components/
│ ├── DominoCanvas.tsx # Individual tile rendering with Canvas
│ ├── GameBoard.tsx # Game board with pan/zoom
│ ├── PlayerHand.tsx # Player's tile hand display
│ ├── Lobby.tsx # Game lobby/menu screen
│ ├── WaitingRoom.tsx # Pre-game waiting area
│ └── GameOver.tsx # End game modal
├── lib/
│ ├── types.ts # TypeScript type definitions
│ ├── gameLogic.ts # Core game rules and mechanics
│ ├── aiLogic.ts # AI opponent implementation
│ ├── store.ts # Zustand state management
│ └── socket-server.ts # Socket.IO server logic (legacy)
├── server.mjs # Custom Next.js server with Socket.IO
└── public/ # Static assets
```
## State Management
### Zustand Store (`lib/store.ts`)
The application uses a single Zustand store that manages:
- **Socket connection**: WebSocket client instance
- **Game state**: Current game data (players, board, tiles, etc.)
- **Player data**: Current player ID, selected tile
- **Room information**: Room ID, connection status
- **Error handling**: Error messages and notifications
### Key Actions
```typescript
// Connection
initSocket() // Initialize Socket.IO connection
createRoom() // Create new game room
joinRoom(id, name) // Join existing room
leaveRoom() // Leave current room
// Gameplay
makeMove(move) // Place a tile
drawTile() // Draw from boneyard
selectTile(tile) // Select tile from hand
setPlayerReady() // Mark player as ready
// AI
startAIGame(name) // Start offline AI game
executeAITurn() // Process AI move
```
## Socket.IO Events
### Client → Server
- `create-room`: Request new room creation
- `join-room`: Join room with ID and player name
- `player-ready`: Mark player as ready to start
- `make-move`: Submit a game move
- `draw-tile`: Request tile from boneyard
- `leave-room`: Leave current room
### Server → Client
- `room-created`: Room successfully created (returns room ID)
- `room-joined`: Successfully joined room (returns game state)
- `game-started`: Game has begun
- `game-state-updated`: Game state changed
- `player-joined`: New player joined
- `player-left`: Player disconnected
- `invalid-move`: Move was rejected
- `error`: General error message
## Game Logic
### Tile Generation
- Full domino set: 28 tiles (0-0 through 6-6)
- Each tile has left and right values
- Doubles marked for special rendering
### Move Validation
1. Check if tile matches board end values
2. Verify it's the player's turn
3. Ensure player owns the tile
4. Validate placement side (left/right)
### Win Conditions
1. **Primary**: Player uses all tiles
2. **Blocked**: Game ends when no one can move
- Winner is player with lowest total pip count
### AI Strategy (Hard Mode)
- Evaluates tile values (higher = better early game)
- Considers board end options
- Blocks opponents by playing uncommon values
- Prioritizes doubles near end game
- Defensive play: discards high-value tiles first
## Canvas Rendering
### DominoCanvas Component
- Draws individual tiles with rounded corners
- Renders dots in traditional domino patterns
- Supports selection highlighting
- Hover effects for playable tiles
- Responsive sizing
### GameBoard Component
- Renders all placed tiles
- Pan/drag functionality for navigation
- Grid background for visual reference
- Automatic centering on first tile
- Dynamic positioning calculation
## Performance Optimizations
1. **Canvas Memoization**: Tiles re-render only when state changes
2. **Socket Batching**: State updates batched to reduce network traffic
3. **Lazy Loading**: Components loaded only when needed
4. **Optimized Re-renders**: React.memo and useCallback where appropriate
5. **Turbopack**: Fast bundling and HMR in development
## Deployment
### Development
```bash
npm run dev
```
Opens at http://localhost:3000 with Socket.IO server integrated
**Note:** The project uses a custom Next.js server (`server.mjs`) that integrates Socket.IO directly. This is required for WebSocket functionality.
### Production Build
```bash
npm run build
npm start
```
### Environment Variables
Create `.env.local`:
```
NEXT_PUBLIC_SOCKET_URL=http://localhost:3000
NEXT_PUBLIC_APP_URL=http://localhost:3000
```
For production, update URLs to your domain.
### Vercel Deployment
1. Push to GitHub
2. Import in Vercel
3. Add environment variables
4. Deploy
Socket.IO works automatically with Vercel's serverless functions.
## Future Enhancements
Potential features to add:
- [ ] Tournament mode with multiple rounds
- [ ] Player statistics and leaderboards
- [ ] Chat functionality
- [ ] Custom tile themes/skins
- [ ] Sound effects and music
- [ ] Spectator mode
- [ ] Replay game history
- [ ] Mobile app version
- [ ] Game speed settings
- [ ] Multiple domino variants (Cuban, Mexican, etc.)
## Troubleshooting
### Socket Connection Issues
- Ensure port 3000 is not blocked
- Check CORS settings for production
- Verify WebSocket support on hosting platform
### Build Errors
- Clear `.next` folder: `rm -rf .next`
- Reinstall dependencies: `rm -rf node_modules && npm install`
- Check Node.js version (18+ required)
### TypeScript Errors
- Run type check: `npx tsc --noEmit`
- Ensure all dependencies have type definitions
## License
MIT License - Free for personal and commercial use.
## Credits
Created with ❤️ using:
- Next.js by Vercel
- Socket.IO
- Zustand by Poimandres
- Framer Motion
- Tailwind CSS

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# Quick Start Guide - Dominoes Online
## 🚀 Get Started in 3 Steps
### 1. Install Dependencies
```bash
npm install
```
### 2. Run Development Server
```bash
npm run dev
```
### 3. Open in Browser
Visit **http://localhost:3000**
---
## 🎮 How to Play
### Create a Game
1. Enter your name
2. Click "Create Room"
3. Share the 6-digit room code with friends
4. Click "Ready to Play" when everyone joins
5. Game starts automatically!
### Join a Game
1. Enter your name
2. Click "Join Room"
3. Enter the room code from your friend
4. Click "Ready to Play"
5. Wait for game to start!
### Play vs AI
1. Enter your name
2. Click "Play vs AI"
3. Game starts immediately!
---
## 🎯 Game Controls
### Your Turn
1. **Click a tile** in your hand to select it
2. **Click "Place Left"** or **"Place Right"** to place it
3. Tiles must match the numbers on board ends
### Can't Play?
- **Click "Draw Tile"** to get a new tile from the boneyard
- **Click "Pass Turn"** if no tiles left to draw
### Board Navigation
- **Click and drag** the board to pan around
- View all placed tiles easily
---
## 🏆 Winning
- First player to use all tiles wins!
- If game is blocked (no one can move), lowest score wins
- Score = sum of all remaining tile values
---
## 🎨 Features
✅ Real-time multiplayer (2-4 players)
✅ AI opponent for solo play
✅ Beautiful Canvas graphics
✅ Smooth animations
✅ Mobile responsive
✅ Room-based games
---
## 📝 Game Rules
- 7 tiles per player at start
- Match tile numbers to board ends
- Draw if you can't play
- Pass if boneyard is empty
- Doubles can be placed either way
---
## 🔧 Commands
```bash
npm run dev # Development server
npm run build # Build for production
npm start # Run production server
npm run lint # Check code quality
```
---
## 🆘 Need Help?
Check out:
- **README.md** - Full project overview
- **DOCUMENTATION.md** - Technical details
- **GitHub Issues** - Report bugs or request features
---
**Enjoy playing dominoes! 🎲**

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This is a [Next.js](https://nextjs.org) project bootstrapped with [`create-next-app`](https://nextjs.org/docs/app/api-reference/cli/create-next-app). # Dominoes Online
A modern, real-time multiplayer dominoes game built with Next.js, TypeScript, Canvas, and Socket.IO.
## Features
- 🎮 **Real-time Multiplayer** - Play with friends online using WebSocket connections
- 🤖 **AI Opponent** - Play against an intelligent AI when no other players are available
- 🎨 **Beautiful UI** - Modern, responsive design with smooth animations
- 🎯 **Canvas Rendering** - Domino tiles rendered using HTML5 Canvas
- 📱 **Responsive** - Works great on desktop and mobile devices
-**Fast & Real-time** - Instant updates for all players
## How to Play
1. **Create a Room** - Start a new game and share the room code with friends
2. **Join a Room** - Enter a room code to join an existing game
3. **Play vs AI** - Practice against an AI opponent
4. **Match Tiles** - Place tiles that match the numbers on the board ends
5. **Win** - First player to use all tiles wins!
## Game Rules
- Each player starts with 7 domino tiles
- Players take turns placing tiles that match the numbers on either end of the board
- If you can't play, draw a tile from the boneyard
- The game ends when a player uses all their tiles or when no one can move
- Lowest total value wins if the game is blocked
## Tech Stack
- **Next.js 16** - React framework for production
- **TypeScript** - Type-safe JavaScript
- **Socket.IO** - Real-time bidirectional communication
- **Zustand** - State management
- **Framer Motion** - Smooth animations
- **Tailwind CSS** - Utility-first CSS framework
- **HTML5 Canvas** - Tile rendering
## Getting Started ## Getting Started
First, run the development server: ### Prerequisites
- Node.js 18+ installed
- npm or yarn package manager
### Installation
1. Install dependencies:
```bash ```bash
npm run dev npm install
# or
yarn dev
# or
pnpm dev
# or
bun dev
``` ```
Open [http://localhost:3000](http://localhost:3000) with your browser to see the result. 2. Run the custom server with Socket.IO:
```bash
npm run dev
```
You can start editing the page by modifying `app/page.tsx`. The page auto-updates as you edit the file. 3. Open [http://localhost:3000](http://localhost:3000) in your browser
This project uses [`next/font`](https://nextjs.org/docs/app/building-your-application/optimizing/fonts) to automatically optimize and load [Geist](https://vercel.com/font), a new font family for Vercel. **Note:** This project uses a custom Next.js server (`server.mjs`) to integrate Socket.IO for real-time multiplayer functionality.
## Learn More ## Development
To learn more about Next.js, take a look at the following resources: ### Project Structure
- [Next.js Documentation](https://nextjs.org/docs) - learn about Next.js features and API. ```
- [Learn Next.js](https://nextjs.org/learn) - an interactive Next.js tutorial. domino/
├── app/ # Next.js app directory
│ ├── api/socket/ # Socket.IO API route
│ ├── page.tsx # Main game page
│ └── layout.tsx # Root layout
├── components/ # React components
│ ├── DominoCanvas.tsx
│ ├── GameBoard.tsx
│ ├── PlayerHand.tsx
│ ├── Lobby.tsx
│ ├── WaitingRoom.tsx
│ └── GameOver.tsx
├── lib/ # Core game logic
│ ├── types.ts # TypeScript interfaces
│ ├── gameLogic.ts # Game mechanics
│ ├── aiLogic.ts # AI opponent
│ ├── store.ts # Zustand store
│ └── socket-server.ts # Socket.IO server
└── public/ # Static assets
```
You can check out [the Next.js GitHub repository](https://github.com/vercel/next.js) - your feedback and contributions are welcome! ### Available Scripts
## Deploy on Vercel - `npm run dev` - Start custom development server with Socket.IO
- `npm run build` - Build for production
- `npm start` - Start production server with Socket.IO
- `npm run lint` - Run ESLint
The easiest way to deploy your Next.js app is to use the [Vercel Platform](https://vercel.com/new?utm_medium=default-template&filter=next.js&utm_source=create-next-app&utm_campaign=create-next-app-readme) from the creators of Next.js. ## Contributing
Check out our [Next.js deployment documentation](https://nextjs.org/docs/app/building-your-application/deploying) for more details. Contributions are welcome! Please feel free to submit a Pull Request.
## License
MIT License - feel free to use this project for learning or personal use.
---
Enjoy playing dominoes online! 🎲

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# WebSocket Server - Configuración
## ✅ Problema Resuelto
El servidor WebSocket ahora funciona correctamente utilizando un servidor custom de Next.js.
## Arquitectura
Este proyecto utiliza un **servidor custom de Next.js** (`server.mjs`) que integra:
- Next.js para el renderizado de páginas
- Socket.IO para comunicación en tiempo real
- HTTP server compartido entre ambos
### ¿Por qué un servidor custom?
Next.js 16 con App Router no soporta nativamente Socket.IO en rutas de API. La solución es crear un servidor HTTP personalizado que:
1. Maneja las peticiones HTTP de Next.js
2. Maneja las conexiones WebSocket de Socket.IO
3. Comparte el mismo puerto (3000)
## Configuración Actual
### Archivo: `server.mjs`
```javascript
- Crea servidor HTTP
- Inicializa Next.js app
- Configura Socket.IO en el mismo servidor
- Maneja eventos de juego en tiempo real
```
### Cliente: `lib/store.ts`
```typescript
const socket = io('http://localhost:3000', {
transports: ['websocket', 'polling'],
});
```
**Nota:** Ya NO usa `path: '/api/socket'` porque Socket.IO está en la raíz del servidor.
## Eventos Socket.IO
### Cliente → Servidor
- `create-room` - Crear nueva sala
- `join-room` - Unirse a sala
- `player-ready` - Jugador listo
- `make-move` - Hacer jugada
- `draw-tile` - Robar ficha
- `disconnect` - Desconectar
### Servidor → Cliente
- `room-created` - Sala creada (roomId)
- `room-joined` - Unido a sala (gameState, playerId)
- `game-started` - Juego iniciado
- `game-state-updated` - Estado actualizado
- `player-joined` - Nuevo jugador
- `player-left` - Jugador salió
- `invalid-move` - Jugada inválida
- `error` - Error general
## Comandos
```bash
# Desarrollo (con hot reload)
npm run dev
# Producción
npm run build
npm start
```
## Verificar Conexión
1. Abre la consola del navegador (F12)
2. Busca mensajes como:
- "Connected to socket server"
- "Client connected: [socket-id]"
3. En la terminal del servidor verás:
- "> Ready on http://localhost:3000"
- "> Socket.IO server running"
- "Client connected: [socket-id]"
## Troubleshooting
### El cliente no conecta
**Síntomas:** No ves "Connected to socket server" en la consola
**Solución:**
1. Verifica que el servidor esté corriendo: `npm run dev`
2. Revisa la consola del servidor para errores
3. Asegúrate que el puerto 3000 no esté ocupado
4. Limpia caché del navegador y recarga
### Error: "ERR_CONNECTION_REFUSED"
**Causa:** El servidor no está corriendo o puerto bloqueado
**Solución:**
```bash
# Matar proceso en puerto 3000
lsof -ti:3000 | xargs kill -9
# Reiniciar servidor
npm run dev
```
### Socket.IO no envía eventos
**Causa:** El evento no está registrado correctamente
**Solución:**
1. Verifica que el evento exista en `server.mjs`
2. Revisa que el nombre del evento coincida exactamente
3. Checa la consola del servidor para errores
## Estado Actual
**Funcionando correctamente**
El servidor WebSocket está:
- ✅ Corriendo en http://localhost:3000
- ✅ Aceptando conexiones Socket.IO
- ✅ Manejando eventos de juego
- ✅ Sincronizando estado entre jugadores
- ✅ Soportando múltiples salas
## Logs del Servidor
Cuando todo funciona correctamente verás:
```
> domino@0.1.0 dev
> node server.mjs
> Ready on http://localhost:3000
> Socket.IO server running
Client connected: abc123xyz
Room created: XYZ789
Player Player1 joined room XYZ789
Game started in room: XYZ789
```
## Próximos Pasos
Para producción, considera:
1. **Variables de entorno** para la URL del servidor
2. **SSL/TLS** para conexiones seguras (wss://)
3. **Autenticación** de jugadores
4. **Rate limiting** para prevenir spam
5. **Monitoreo** de conexiones activas
6. **Backup** de salas activas
7. **Scaling** con Redis para múltiples instancias
---
**El servidor WebSocket está completamente funcional** 🎉

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import { NextRequest } from 'next/server';
import { Server as SocketIOServer } from 'socket.io';
import { Server as HTTPServer } from 'http';
import { GameState, Player, GameMove } from '@/lib/types';
import { dealTiles, findStartingPlayer, executeMove, canPlayerMove, isGameBlocked, determineBlockedWinner } from '@/lib/gameLogic';
// Store active game rooms
const gameRooms = new Map<string, GameState>();
const playerRooms = new Map<string, string>();
// Generate unique room ID
function generateRoomId(): string {
return Math.random().toString(36).substring(2, 8).toUpperCase();
}
// Create a new game state
function createGameState(roomId: string): GameState {
return {
id: roomId,
players: [],
currentPlayerIndex: 0,
board: [],
boneyard: [],
boardEnds: [],
winner: null,
isGameOver: false,
turnsPassed: 0,
gameMode: 'waiting',
};
}
// Initialize game when all players are ready
function startGame(roomId: string): GameState {
const gameState = gameRooms.get(roomId);
if (!gameState) throw new Error('Game not found');
const { playerTiles, boneyard } = dealTiles(gameState.players.length);
const updatedPlayers = gameState.players.map((player, index) => ({
...player,
tiles: playerTiles[index],
score: 0,
}));
const startingPlayerIndex = findStartingPlayer(updatedPlayers);
const newGameState: GameState = {
...gameState,
players: updatedPlayers,
currentPlayerIndex: startingPlayerIndex,
boneyard,
gameMode: 'playing',
};
gameRooms.set(roomId, newGameState);
return newGameState;
}
export async function GET(req: NextRequest) {
// @ts-ignore
const res = req.res || req.nextUrl;
if (!(res as any).socket?.server?.io) {
console.log('Initializing Socket.IO server...');
const httpServer: HTTPServer = (res as any).socket.server;
const io = new SocketIOServer(httpServer, {
path: '/api/socket',
addTrailingSlash: false,
cors: {
origin: '*',
methods: ['GET', 'POST'],
},
});
io.on('connection', (socket) => {
console.log('Client connected:', socket.id);
socket.on('create-room', () => {
const roomId = generateRoomId();
const gameState = createGameState(roomId);
gameRooms.set(roomId, gameState);
socket.join(roomId);
socket.emit('room-created', roomId);
console.log('Room created:', roomId);
});
socket.on('join-room', (roomId: string, playerName: string) => {
const gameState = gameRooms.get(roomId);
if (!gameState) {
socket.emit('error', 'Room not found');
return;
}
if (gameState.players.length >= 4) {
socket.emit('error', 'Room is full');
return;
}
if (gameState.gameMode !== 'waiting') {
socket.emit('error', 'Game already started');
return;
}
const player: Player = {
id: socket.id,
name: playerName,
tiles: [],
score: 0,
isAI: false,
isReady: false,
};
gameState.players.push(player);
playerRooms.set(socket.id, roomId);
socket.join(roomId);
socket.emit('room-joined', gameState, socket.id);
socket.to(roomId).emit('player-joined', player);
console.log(`Player ${playerName} joined room ${roomId}`);
});
socket.on('player-ready', (roomId: string) => {
const gameState = gameRooms.get(roomId);
if (!gameState) return;
const player = gameState.players.find(p => p.id === socket.id);
if (!player) return;
player.isReady = true;
gameRooms.set(roomId, gameState);
const allReady = gameState.players.length >= 2 && gameState.players.every(p => p.isReady);
if (allReady) {
const startedGame = startGame(roomId);
io.to(roomId).emit('game-started', startedGame);
console.log('Game started in room:', roomId);
} else {
io.to(roomId).emit('game-state-updated', gameState);
}
});
socket.on('make-move', (roomId: string, move: GameMove) => {
const gameState = gameRooms.get(roomId);
if (!gameState) return;
const currentPlayer = gameState.players[gameState.currentPlayerIndex];
if (currentPlayer.id !== socket.id) {
socket.emit('invalid-move', 'Not your turn');
return;
}
try {
const newGameState = executeMove(gameState, move);
if (isGameBlocked(newGameState)) {
const winnerId = determineBlockedWinner(newGameState);
newGameState.winner = winnerId;
newGameState.isGameOver = true;
newGameState.gameMode = 'finished';
}
gameRooms.set(roomId, newGameState);
io.to(roomId).emit('game-state-updated', newGameState);
} catch (error) {
socket.emit('invalid-move', 'Invalid move');
}
});
socket.on('draw-tile', (roomId: string) => {
const gameState = gameRooms.get(roomId);
if (!gameState) return;
const currentPlayer = gameState.players[gameState.currentPlayerIndex];
if (currentPlayer.id !== socket.id) {
socket.emit('invalid-move', 'Not your turn');
return;
}
if (gameState.boneyard.length === 0) {
socket.emit('invalid-move', 'No tiles left to draw');
return;
}
const drawnTile = gameState.boneyard.pop()!;
currentPlayer.tiles.push(drawnTile);
if (!canPlayerMove(currentPlayer, gameState.boardEnds)) {
gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length;
}
gameRooms.set(roomId, gameState);
io.to(roomId).emit('game-state-updated', gameState);
});
socket.on('disconnect', () => {
const roomId = playerRooms.get(socket.id);
if (roomId) {
const gameState = gameRooms.get(roomId);
if (gameState) {
gameState.players = gameState.players.filter(p => p.id !== socket.id);
playerRooms.delete(socket.id);
if (gameState.players.length === 0) {
gameRooms.delete(roomId);
} else {
gameRooms.set(roomId, gameState);
io.to(roomId).emit('player-left', socket.id);
io.to(roomId).emit('game-state-updated', gameState);
}
}
}
console.log('Client disconnected:', socket.id);
});
});
(res as any).socket.server.io = io;
}
return new Response('Socket.IO server initialized', { status: 200 });
}

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}); });
export const metadata: Metadata = { export const metadata: Metadata = {
title: "Create Next App", title: "Dominoes Online - Multiplayer Game",
description: "Generated by create next app", description: "Play dominoes online with friends or against AI. Modern, real-time multiplayer domino game built with Next.js.",
}; };
export default function RootLayout({ export default function RootLayout({

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import Image from "next/image"; 'use client';
import { useEffect, useState } from 'react';
import { useGameStore } from '@/lib/store';
import { Lobby } from '@/components/Lobby';
import { WaitingRoom } from '@/components/WaitingRoom';
import { GameBoard } from '@/components/GameBoard';
import { PlayerHand } from '@/components/PlayerHand';
import { GameOver } from '@/components/GameOver';
import { getValidMoves } from '@/lib/gameLogic';
import { motion, AnimatePresence } from 'framer-motion';
export default function Home() { export default function Home() {
return ( const {
<div className="flex min-h-screen items-center justify-center bg-zinc-50 font-sans dark:bg-black"> gameState,
<main className="flex min-h-screen w-full max-w-3xl flex-col items-center justify-between py-32 px-16 bg-white dark:bg-black sm:items-start"> currentPlayerId,
<Image roomId,
className="dark:invert" error,
src="/next.svg" selectedTile,
alt="Next.js logo" initSocket,
width={100} createRoom,
height={20} joinRoom,
priority setPlayerReady,
makeMove,
drawTile,
selectTile,
leaveRoom,
startAIGame,
setError,
} = useGameStore();
const [showRules, setShowRules] = useState(false);
useEffect(() => {
initSocket();
}, [initSocket]);
const handleCreateRoom = (playerName: string) => {
createRoom(playerName);
};
const handleJoinRoom = (roomId: string, playerName: string) => {
joinRoom(roomId, playerName);
};
const handleStartAI = (playerName: string) => {
startAIGame(playerName);
};
const handleTileClick = (tileId: string) => {
const tile = gameState?.players
.find(p => p.id === currentPlayerId)
?.tiles.find(t => t.id === tileId);
if (tile) {
selectTile(selectedTile?.id === tileId ? null : tile);
}
};
const handlePlaceTile = (side: 'left' | 'right') => {
if (!selectedTile || !currentPlayerId || !gameState) return;
console.log('handlePlaceTile called', {
selectedTile,
side,
currentPlayerId,
boardEnds: gameState.boardEnds,
validMoves
});
// Verificar si el movimiento es válido
const isValid = validMoves.some(m =>
m.tile.id === selectedTile.id &&
(gameState.boardEnds.length === 0 || m.side === side || validMoves.filter(vm => vm.tile.id === selectedTile.id).length > 1)
);
if (!isValid && gameState.boardEnds.length > 0) {
console.error('Invalid move: tile cannot be placed on this side', { selectedTile, side, validMoves });
setError(`Cannot place tile ${selectedTile.left}-${selectedTile.right} on the ${side} side. It doesn't match the board end.`);
return;
}
console.log('Making move:', { playerId: currentPlayerId, tile: selectedTile, side });
makeMove({
playerId: currentPlayerId,
tile: selectedTile,
side,
});
};
const handlePass = () => {
if (!currentPlayerId || !gameState) return;
const currentPlayer = gameState.players.find(p => p.id === currentPlayerId);
if (!currentPlayer) return;
makeMove({
playerId: currentPlayerId,
tile: currentPlayer.tiles[0],
side: 'left',
pass: true,
});
};
const handlePlayAgain = () => {
leaveRoom();
};
// Show lobby if no game state or game mode is waiting
if (!gameState || gameState.gameMode === 'waiting') {
if (roomId && gameState) {
return (
<WaitingRoom
roomId={roomId}
players={gameState.players}
currentPlayerId={currentPlayerId}
onReady={setPlayerReady}
onLeave={leaveRoom}
/> />
<div className="flex flex-col items-center gap-6 text-center sm:items-start sm:text-left"> );
<h1 className="max-w-xs text-3xl font-semibold leading-10 tracking-tight text-black dark:text-zinc-50"> }
To get started, edit the page.tsx file.
</h1> return (
<p className="max-w-md text-lg leading-8 text-zinc-600 dark:text-zinc-400"> <Lobby
Looking for a starting point or more instructions? Head over to{" "} onCreateRoom={handleCreateRoom}
<a onJoinRoom={handleJoinRoom}
href="https://vercel.com/templates?framework=next.js&utm_source=create-next-app&utm_medium=appdir-template-tw&utm_campaign=create-next-app" onStartAI={handleStartAI}
className="font-medium text-zinc-950 dark:text-zinc-50" roomId={roomId}
/>
);
}
const currentPlayer = gameState.players.find(p => p.id === currentPlayerId);
const isMyTurn = gameState.players[gameState.currentPlayerIndex]?.id === currentPlayerId;
const validMoves = currentPlayer ? getValidMoves(currentPlayer, gameState.boardEnds) : [];
const validTileIds = currentPlayer && gameState.boardEnds.length === 0
? currentPlayer.tiles.map(t => t.id)
: Array.from(new Set(validMoves.map(m => m.tile.id)));
const canDraw = gameState.boneyard.length > 0 && validMoves.length === 0;
return (
<div className="min-h-screen bg-gradient-to-br from-slate-100 to-slate-200">
{/* Header */}
<header className="bg-white shadow-md">
<div className="max-w-7xl mx-auto px-4 py-4 flex items-center justify-between">
<div className="flex items-center gap-4">
<h1 className="text-2xl font-bold bg-gradient-to-r from-blue-600 to-purple-600 bg-clip-text text-transparent">
Dominoes
</h1>
{roomId && (
<div className="hidden sm:block bg-gradient-to-r from-blue-500 to-purple-500 text-white px-4 py-1 rounded-full text-sm font-mono">
{roomId}
</div>
)}
</div>
<div className="flex items-center gap-3">
<button
onClick={() => setShowRules(!showRules)}
className="text-gray-600 hover:text-gray-900 text-sm font-medium"
> >
Templates Rules
</a>{" "} </button>
or the{" "} <button
<a onClick={leaveRoom}
href="https://nextjs.org/learn?utm_source=create-next-app&utm_medium=appdir-template-tw&utm_campaign=create-next-app" className="bg-red-500 text-white px-4 py-2 rounded-lg text-sm font-semibold hover:bg-red-600 transition-colors"
className="font-medium text-zinc-950 dark:text-zinc-50"
> >
Learning Leave Game
</a>{" "} </button>
center. </div>
</p>
</div> </div>
<div className="flex flex-col gap-4 text-base font-medium sm:flex-row"> </header>
<a
className="flex h-12 w-full items-center justify-center gap-2 rounded-full bg-foreground px-5 text-background transition-colors hover:bg-[#383838] dark:hover:bg-[#ccc] md:w-[158px]" {/* Error notification */}
href="https://vercel.com/new?utm_source=create-next-app&utm_medium=appdir-template-tw&utm_campaign=create-next-app" <AnimatePresence>
target="_blank" {error && (
rel="noopener noreferrer" <motion.div
initial={{ y: -100, opacity: 0 }}
animate={{ y: 0, opacity: 1 }}
exit={{ y: -100, opacity: 0 }}
className="fixed top-20 left-1/2 transform -translate-x-1/2 bg-red-500 text-white px-6 py-3 rounded-lg shadow-lg z-50"
> >
<Image {error}
className="dark:invert" </motion.div>
src="/vercel.svg" )}
alt="Vercel logomark" </AnimatePresence>
width={16}
height={16} {/* Rules modal */}
/> <AnimatePresence>
Deploy Now {showRules && (
</a> <motion.div
<a initial={{ opacity: 0 }}
className="flex h-12 w-full items-center justify-center rounded-full border border-solid border-black/[.08] px-5 transition-colors hover:border-transparent hover:bg-black/[.04] dark:border-white/[.145] dark:hover:bg-[#1a1a1a] md:w-[158px]" animate={{ opacity: 1 }}
href="https://nextjs.org/docs?utm_source=create-next-app&utm_medium=appdir-template-tw&utm_campaign=create-next-app" exit={{ opacity: 0 }}
target="_blank" className="fixed inset-0 bg-black bg-opacity-50 flex items-center justify-center p-4 z-50"
rel="noopener noreferrer" onClick={() => setShowRules(false)}
> >
Documentation <motion.div
</a> initial={{ scale: 0.9 }}
animate={{ scale: 1 }}
exit={{ scale: 0.9 }}
className="bg-white rounded-lg p-6 max-w-md"
onClick={(e) => e.stopPropagation()}
>
<h3 className="text-xl font-bold mb-4">How to Play</h3>
<ul className="space-y-2 text-sm text-gray-700">
<li> Click on a tile to select it</li>
<li> Click &quot;Place Left&quot; or &quot;Place Right&quot; to place it</li>
<li> Tiles must match the numbers on the board ends</li>
<li> Draw a tile if you can&apos;t play</li>
<li> First player to use all tiles wins!</li>
<li> Game ends when blocked (no one can move)</li>
</ul>
<button
onClick={() => setShowRules(false)}
className="mt-4 w-full bg-blue-500 text-white py-2 rounded-lg"
>
Close
</button>
</motion.div>
</motion.div>
)}
</AnimatePresence>
{/* Main game area */}
<div className="max-w-7xl mx-auto px-4 py-6">
<div className="grid lg:grid-cols-[1fr_300px] gap-6">
{/* Left side - Game board and controls */}
<div className="space-y-4">
{/* Game info */}
<div className="bg-white rounded-lg shadow-md p-4">
<div className="flex items-center justify-between">
<div>
<div className="text-sm text-gray-600">Current Turn</div>
<div className="text-xl font-bold text-gray-800">
{gameState.players[gameState.currentPlayerIndex]?.name}
</div>
</div>
<div className="text-right">
<div className="text-sm text-gray-600">Boneyard</div>
<div className="text-xl font-bold text-gray-800">
{gameState.boneyard.length} tiles
</div>
</div>
</div>
</div>
{/* Game board */}
<GameBoard placedTiles={gameState.board} />
{/* Controls */}
{isMyTurn && currentPlayer && (
<motion.div
initial={{ y: 20, opacity: 0 }}
animate={{ y: 0, opacity: 1 }}
className="bg-white rounded-lg shadow-md p-4"
>
{selectedTile && (
<div className="mb-3 text-center text-sm text-gray-600">
Selected: <span className="font-bold">{selectedTile.left}-{selectedTile.right}</span>
{gameState.boardEnds.length > 0 && (
<div className="mt-1">
Board ends: <span className="font-bold">{gameState.boardEnds[0]?.value}</span> (left) | <span className="font-bold">{gameState.boardEnds[1]?.value}</span> (right)
</div>
)}
</div>
)}
<div className="flex items-center gap-3 flex-wrap">
<button
onClick={() => handlePlaceTile('left')}
disabled={!selectedTile}
className="flex-1 bg-gradient-to-r from-blue-500 to-blue-600 text-white py-3 rounded-lg font-semibold disabled:opacity-50 disabled:cursor-not-allowed hover:shadow-lg transition-shadow"
>
Place Left
</button>
<button
onClick={() => handlePlaceTile('right')}
disabled={!selectedTile}
className="flex-1 bg-gradient-to-r from-purple-500 to-purple-600 text-white py-3 rounded-lg font-semibold disabled:opacity-50 disabled:cursor-not-allowed hover:shadow-lg transition-shadow"
>
Place Right
</button>
{canDraw && (
<button
onClick={drawTile}
className="flex-1 bg-gradient-to-r from-green-500 to-green-600 text-white py-3 rounded-lg font-semibold hover:shadow-lg transition-shadow"
>
Draw Tile
</button>
)}
{validMoves.length === 0 && !canDraw && (
<button
onClick={handlePass}
className="flex-1 bg-gradient-to-r from-yellow-500 to-yellow-600 text-white py-3 rounded-lg font-semibold hover:shadow-lg transition-shadow"
>
Pass Turn
</button>
)}
</div>
</motion.div>
)}
{/* Current player's hand */}
{currentPlayer && (
<PlayerHand
player={currentPlayer}
isCurrentPlayer={isMyTurn}
selectedTileId={selectedTile?.id || null}
onTileClick={handleTileClick}
validTileIds={validTileIds}
/>
)}
</div>
{/* Right side - Other players */}
<div className="space-y-4">
<h3 className="text-lg font-semibold text-gray-700">Players</h3>
{gameState.players
.filter(p => p.id !== currentPlayerId)
.map(player => (
<div key={player.id} className="bg-white rounded-lg shadow-md p-4">
<div className="flex items-center gap-3 mb-3">
<div className={`w-10 h-10 rounded-full flex items-center justify-center font-bold text-white ${
player.isAI ? 'bg-purple-500' : 'bg-blue-500'
}`}>
{player.name.charAt(0).toUpperCase()}
</div>
<div className="flex-1">
<div className="font-semibold text-gray-800">{player.name}</div>
<div className="text-xs text-gray-500">
{player.tiles.length} tiles
{player.isAI && ' (AI)'}
</div>
</div>
{gameState.players[gameState.currentPlayerIndex]?.id === player.id && (
<div className="bg-green-500 text-white px-2 py-1 rounded text-xs font-semibold">
Turn
</div>
)}
</div>
{/* Show tile backs */}
<div className="flex flex-wrap gap-1">
{player.tiles.map((_, i) => (
<div
key={i}
className="w-12 h-6 bg-gradient-to-br from-gray-700 to-gray-900 rounded border border-gray-600"
/>
))}
</div>
</div>
))}
</div>
</div> </div>
</main> </div>
{/* Game over modal */}
{gameState.isGameOver && (
<GameOver
winner={gameState.players.find(p => p.id === gameState.winner) || null}
players={gameState.players}
onPlayAgain={handlePlayAgain}
onLeave={leaveRoom}
/>
)}
</div> </div>
); );
} }

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'use client';
import React, { useRef, useEffect } from 'react';
import { DominoTile } from '@/lib/types';
interface DominoCanvasProps {
tile: DominoTile;
width?: number;
height?: number;
isSelected?: boolean;
isPlayable?: boolean;
onClick?: () => void;
className?: string;
}
export function DominoCanvas({
tile,
width = 60,
height = 30,
isSelected = false,
isPlayable = true,
onClick,
className = '',
}: DominoCanvasProps) {
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const ctx = canvas.getContext('2d');
if (!ctx) return;
// Clear canvas
ctx.clearRect(0, 0, width, height);
// Draw tile background
ctx.fillStyle = isSelected ? '#3b82f6' : '#ffffff';
ctx.strokeStyle = isPlayable ? '#1f2937' : '#9ca3af';
ctx.lineWidth = 2;
const radius = 4;
ctx.beginPath();
ctx.moveTo(radius, 0);
ctx.lineTo(width - radius, 0);
ctx.quadraticCurveTo(width, 0, width, radius);
ctx.lineTo(width, height - radius);
ctx.quadraticCurveTo(width, height, width - radius, height);
ctx.lineTo(radius, height);
ctx.quadraticCurveTo(0, height, 0, height - radius);
ctx.lineTo(0, radius);
ctx.quadraticCurveTo(0, 0, radius, 0);
ctx.closePath();
ctx.fill();
ctx.stroke();
// Draw center divider
ctx.beginPath();
ctx.moveTo(width / 2, 0);
ctx.lineTo(width / 2, height);
ctx.strokeStyle = '#6b7280';
ctx.lineWidth = 1;
ctx.stroke();
// Draw dots
const dotRadius = 2.5;
const drawDots = (value: number, x: number, y: number, size: number) => {
ctx.fillStyle = isSelected ? '#ffffff' : '#1f2937';
const positions = getDotPositions(value, size);
positions.forEach(pos => {
ctx.beginPath();
ctx.arc(x + pos.x, y + pos.y, dotRadius, 0, Math.PI * 2);
ctx.fill();
});
};
const leftX = width / 4;
const rightX = (width * 3) / 4;
const centerY = height / 2;
const dotAreaSize = width / 2 - 6;
drawDots(tile.left, leftX, centerY, dotAreaSize);
drawDots(tile.right, rightX, centerY, dotAreaSize);
}, [tile, width, height, isSelected, isPlayable]);
return (
<canvas
ref={canvasRef}
width={width}
height={height}
className={`${className} ${onClick && isPlayable ? 'cursor-pointer hover:scale-105 transition-transform' : ''} ${!isPlayable ? 'opacity-50' : ''}`}
onClick={isPlayable ? onClick : undefined}
/>
);
}
// Get dot positions for a domino value (0-6)
function getDotPositions(value: number, size: number): { x: number; y: number }[] {
const margin = size * 0.2;
const positions: { x: number; y: number }[] = [];
switch (value) {
case 0:
return [];
case 1:
positions.push({ x: 0, y: 0 });
break;
case 2:
positions.push({ x: -margin, y: -margin });
positions.push({ x: margin, y: margin });
break;
case 3:
positions.push({ x: -margin, y: -margin });
positions.push({ x: 0, y: 0 });
positions.push({ x: margin, y: margin });
break;
case 4:
positions.push({ x: -margin, y: -margin });
positions.push({ x: margin, y: -margin });
positions.push({ x: -margin, y: margin });
positions.push({ x: margin, y: margin });
break;
case 5:
positions.push({ x: -margin, y: -margin });
positions.push({ x: margin, y: -margin });
positions.push({ x: 0, y: 0 });
positions.push({ x: -margin, y: margin });
positions.push({ x: margin, y: margin });
break;
case 6:
positions.push({ x: -margin, y: -margin });
positions.push({ x: 0, y: -margin });
positions.push({ x: margin, y: -margin });
positions.push({ x: -margin, y: margin });
positions.push({ x: 0, y: margin });
positions.push({ x: margin, y: margin });
break;
}
return positions;
}

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'use client';
import React, { useRef, useEffect, useState } from 'react';
import { PlacedTile, Position } from '@/lib/types';
interface GameBoardProps {
placedTiles: PlacedTile[];
width?: number;
height?: number;
className?: string;
}
export function GameBoard({ placedTiles, width = 1200, height = 700, className = '' }: GameBoardProps) {
const canvasRef = useRef<HTMLCanvasElement>(null);
const [offset, setOffset] = useState<Position>({ x: 0, y: 0 });
const [isDragging, setIsDragging] = useState(false);
const [dragStart, setDragStart] = useState<Position>({ x: 0, y: 0 });
// Auto-center the board on first tile
useEffect(() => {
if (placedTiles.length === 1 && offset.x === 0 && offset.y === 0) {
setOffset({ x: width / 2 - 400, y: height / 2 - 300 });
}
}, [placedTiles.length, width, height, offset]);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const ctx = canvas.getContext('2d');
if (!ctx) return;
// Clear canvas
ctx.clearRect(0, 0, width, height);
// Draw background pattern
ctx.fillStyle = '#f3f4f6';
ctx.fillRect(0, 0, width, height);
// Draw grid pattern
ctx.strokeStyle = '#e5e7eb';
ctx.lineWidth = 1;
for (let x = 0; x < width; x += 40) {
ctx.beginPath();
ctx.moveTo(x, 0);
ctx.lineTo(x, height);
ctx.stroke();
}
for (let y = 0; y < height; y += 40) {
ctx.beginPath();
ctx.moveTo(0, y);
ctx.lineTo(width, y);
ctx.stroke();
}
// Draw placed tiles
placedTiles.forEach((placedTile, index) => {
const { tile, position, orientation } = placedTile;
const tileWidth = orientation === 'horizontal' ? 60 : 30;
const tileHeight = orientation === 'horizontal' ? 30 : 60;
const x = position.x + offset.x;
const y = position.y + offset.y;
// Draw tile background with shadow
ctx.shadowColor = 'rgba(0, 0, 0, 0.2)';
ctx.shadowBlur = 5;
ctx.shadowOffsetX = 2;
ctx.shadowOffsetY = 2;
ctx.fillStyle = '#ffffff';
ctx.strokeStyle = '#1f2937';
ctx.lineWidth = 2;
const radius = 4;
ctx.beginPath();
ctx.moveTo(x + radius, y);
ctx.lineTo(x + tileWidth - radius, y);
ctx.quadraticCurveTo(x + tileWidth, y, x + tileWidth, y + radius);
ctx.lineTo(x + tileWidth, y + tileHeight - radius);
ctx.quadraticCurveTo(x + tileWidth, y + tileHeight, x + tileWidth - radius, y + tileHeight);
ctx.lineTo(x + radius, y + tileHeight);
ctx.quadraticCurveTo(x, y + tileHeight, x, y + tileHeight - radius);
ctx.lineTo(x, y + radius);
ctx.quadraticCurveTo(x, y, x + radius, y);
ctx.closePath();
ctx.fill();
ctx.stroke();
// Reset shadow
ctx.shadowColor = 'transparent';
// Draw center divider
ctx.strokeStyle = '#6b7280';
ctx.lineWidth = 1;
ctx.beginPath();
if (orientation === 'horizontal') {
ctx.moveTo(x + tileWidth / 2, y);
ctx.lineTo(x + tileWidth / 2, y + tileHeight);
} else {
ctx.moveTo(x, y + tileHeight / 2);
ctx.lineTo(x + tileWidth, y + tileHeight / 2);
}
ctx.stroke();
// Draw dots
const dotRadius = 2.5;
ctx.fillStyle = '#1f2937';
const drawDots = (value: number, dotX: number, dotY: number, size: number) => {
const positions = getDotPositions(value, size);
positions.forEach(pos => {
ctx.beginPath();
ctx.arc(dotX + pos.x, dotY + pos.y, dotRadius, 0, Math.PI * 2);
ctx.fill();
});
};
if (orientation === 'horizontal') {
const leftX = x + tileWidth / 4;
const rightX = x + (tileWidth * 3) / 4;
const centerY = y + tileHeight / 2;
const dotAreaSize = tileWidth / 2 - 6;
drawDots(tile.left, leftX, centerY, dotAreaSize);
drawDots(tile.right, rightX, centerY, dotAreaSize);
} else {
const topY = y + tileHeight / 4;
const bottomY = y + (tileHeight * 3) / 4;
const centerX = x + tileWidth / 2;
const dotAreaSize = tileHeight / 2 - 6;
drawDots(tile.left, centerX, topY, dotAreaSize);
drawDots(tile.right, centerX, bottomY, dotAreaSize);
}
// Draw tile number for debugging (optional)
if (placedTiles.length < 20) {
ctx.fillStyle = '#9ca3af';
ctx.font = '10px sans-serif';
ctx.textAlign = 'center';
ctx.fillText(`#${index + 1}`, x + tileWidth / 2, y - 5);
}
});
}, [placedTiles, offset, width, height]);
const handleMouseDown = (e: React.MouseEvent<HTMLCanvasElement>) => {
setIsDragging(true);
setDragStart({ x: e.clientX - offset.x, y: e.clientY - offset.y });
};
const handleMouseMove = (e: React.MouseEvent<HTMLCanvasElement>) => {
if (!isDragging) return;
setOffset({
x: e.clientX - dragStart.x,
y: e.clientY - dragStart.y,
});
};
const handleMouseUp = () => {
setIsDragging(false);
};
return (
<div className={className}>
<canvas
ref={canvasRef}
width={width}
height={height}
className={`border border-gray-300 rounded-lg ${isDragging ? 'cursor-grabbing' : 'cursor-grab'}`}
onMouseDown={handleMouseDown}
onMouseMove={handleMouseMove}
onMouseUp={handleMouseUp}
onMouseLeave={handleMouseUp}
/>
{placedTiles.length > 0 && (
<div className="mt-2 text-center text-sm text-gray-600">
Drag to pan {placedTiles.length} tiles placed
</div>
)}
</div>
);
}
// Get dot positions for a domino value (0-6)
function getDotPositions(value: number, size: number): { x: number; y: number }[] {
const margin = size * 0.2;
const positions: { x: number; y: number }[] = [];
switch (value) {
case 0:
return [];
case 1:
positions.push({ x: 0, y: 0 });
break;
case 2:
positions.push({ x: -margin, y: -margin });
positions.push({ x: margin, y: margin });
break;
case 3:
positions.push({ x: -margin, y: -margin });
positions.push({ x: 0, y: 0 });
positions.push({ x: margin, y: margin });
break;
case 4:
positions.push({ x: -margin, y: -margin });
positions.push({ x: margin, y: -margin });
positions.push({ x: -margin, y: margin });
positions.push({ x: margin, y: margin });
break;
case 5:
positions.push({ x: -margin, y: -margin });
positions.push({ x: margin, y: -margin });
positions.push({ x: 0, y: 0 });
positions.push({ x: -margin, y: margin });
positions.push({ x: margin, y: margin });
break;
case 6:
positions.push({ x: -margin, y: -margin });
positions.push({ x: 0, y: -margin });
positions.push({ x: margin, y: -margin });
positions.push({ x: -margin, y: margin });
positions.push({ x: 0, y: margin });
positions.push({ x: margin, y: margin });
break;
}
return positions;
}

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components/GameOver.tsx Archivo normal
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'use client';
import React from 'react';
import { motion } from 'framer-motion';
import { Player } from '@/lib/types';
interface GameOverProps {
winner: Player | null;
players: Player[];
onPlayAgain: () => void;
onLeave: () => void;
}
export function GameOver({ winner, players, onPlayAgain, onLeave }: GameOverProps) {
return (
<motion.div
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
className="fixed inset-0 bg-black bg-opacity-50 flex items-center justify-center p-4 z-50"
>
<motion.div
initial={{ scale: 0.8, y: 50 }}
animate={{ scale: 1, y: 0 }}
className="bg-white rounded-2xl shadow-2xl p-8 max-w-md w-full"
>
<div className="text-center mb-6">
<motion.div
initial={{ scale: 0 }}
animate={{ scale: 1 }}
transition={{ delay: 0.2, type: 'spring', stiffness: 200 }}
className="text-6xl mb-4"
>
{winner ? '🏆' : '🤝'}
</motion.div>
<h2 className="text-3xl font-bold text-gray-800 mb-2">
{winner ? 'Game Over!' : 'Game Blocked!'}
</h2>
{winner && (
<p className="text-xl text-gray-600">
<span className="font-semibold text-blue-600">{winner.name}</span> wins!
</p>
)}
</div>
<div className="mb-6">
<h3 className="text-lg font-semibold text-gray-700 mb-3">Final Scores</h3>
<div className="space-y-2">
{players
.sort((a, b) => {
const scoreA = a.tiles.reduce((sum, t) => sum + t.left + t.right, 0);
const scoreB = b.tiles.reduce((sum, t) => sum + t.left + t.right, 0);
return scoreA - scoreB;
})
.map((player, index) => {
const score = player.tiles.reduce((sum, t) => sum + t.left + t.right, 0);
const isWinner = player.id === winner?.id;
return (
<motion.div
key={player.id}
initial={{ x: -50, opacity: 0 }}
animate={{ x: 0, opacity: 1 }}
transition={{ delay: index * 0.1 }}
className={`flex items-center justify-between p-3 rounded-lg ${
isWinner ? 'bg-yellow-100 border-2 border-yellow-400' : 'bg-gray-100'
}`}
>
<div className="flex items-center gap-3">
{isWinner && <span className="text-2xl">👑</span>}
<div>
<div className="font-semibold text-gray-800">{player.name}</div>
<div className="text-xs text-gray-500">
{player.tiles.length} tiles remaining
</div>
</div>
</div>
<div className={`text-2xl font-bold ${
isWinner ? 'text-yellow-600' : 'text-gray-600'
}`}>
{score}
</div>
</motion.div>
);
})}
</div>
</div>
<div className="space-y-3">
<motion.button
whileHover={{ scale: 1.02 }}
whileTap={{ scale: 0.98 }}
onClick={onPlayAgain}
className="w-full bg-gradient-to-r from-green-500 to-green-600 text-white py-3 rounded-lg font-semibold shadow-lg hover:shadow-xl transition-shadow"
>
Play Again
</motion.button>
<motion.button
whileHover={{ scale: 1.02 }}
whileTap={{ scale: 0.98 }}
onClick={onLeave}
className="w-full bg-gray-300 text-gray-700 py-3 rounded-lg font-semibold hover:bg-gray-400 transition-colors"
>
Back to Menu
</motion.button>
</div>
</motion.div>
</motion.div>
);
}

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'use client';
import React, { useState } from 'react';
import { motion } from 'framer-motion';
interface LobbyProps {
onCreateRoom: (playerName: string) => void;
onJoinRoom: (roomId: string, playerName: string) => void;
onStartAI: (playerName: string) => void;
roomId: string | null;
}
export function Lobby({ onCreateRoom, onJoinRoom, onStartAI, roomId }: LobbyProps) {
const [playerName, setPlayerName] = useState('');
const [joinRoomId, setJoinRoomId] = useState('');
const [mode, setMode] = useState<'menu' | 'create' | 'join' | 'ai'>('menu');
const handleCreate = () => {
if (!playerName.trim()) return;
onCreateRoom(playerName);
};
const handleJoin = () => {
if (!playerName.trim() || !joinRoomId.trim()) return;
onJoinRoom(joinRoomId.toUpperCase(), playerName);
};
const handleAI = () => {
if (!playerName.trim()) return;
onStartAI(playerName);
};
if (mode === 'menu') {
return (
<div className="min-h-screen bg-gradient-to-br from-blue-500 via-purple-500 to-pink-500 flex items-center justify-center p-4">
<motion.div
initial={{ scale: 0.9, opacity: 0 }}
animate={{ scale: 1, opacity: 1 }}
className="bg-white rounded-2xl shadow-2xl p-8 max-w-md w-full"
>
<motion.h1
initial={{ y: -20 }}
animate={{ y: 0 }}
className="text-4xl font-bold text-center mb-2 bg-gradient-to-r from-blue-600 to-purple-600 bg-clip-text text-transparent"
>
Dominoes
</motion.h1>
<p className="text-center text-gray-600 mb-8">Online Multiplayer Game</p>
<div className="space-y-4 mb-6">
<input
type="text"
placeholder="Enter your name"
value={playerName}
onChange={(e) => setPlayerName(e.target.value)}
className="w-full px-4 py-3 border-2 border-gray-300 rounded-lg focus:border-blue-500 focus:outline-none transition-colors"
maxLength={20}
/>
</div>
<div className="space-y-3">
<motion.button
whileHover={{ scale: 1.02 }}
whileTap={{ scale: 0.98 }}
onClick={handleCreate}
disabled={!playerName.trim()}
className="w-full bg-gradient-to-r from-blue-500 to-blue-600 text-white py-3 rounded-lg font-semibold shadow-lg hover:shadow-xl transition-shadow disabled:opacity-50 disabled:cursor-not-allowed"
>
Create Room
</motion.button>
<motion.button
whileHover={{ scale: 1.02 }}
whileTap={{ scale: 0.98 }}
onClick={() => setMode('join')}
disabled={!playerName.trim()}
className="w-full bg-gradient-to-r from-purple-500 to-purple-600 text-white py-3 rounded-lg font-semibold shadow-lg hover:shadow-xl transition-shadow disabled:opacity-50 disabled:cursor-not-allowed"
>
Join Room
</motion.button>
<motion.button
whileHover={{ scale: 1.02 }}
whileTap={{ scale: 0.98 }}
onClick={handleAI}
disabled={!playerName.trim()}
className="w-full bg-gradient-to-r from-green-500 to-green-600 text-white py-3 rounded-lg font-semibold shadow-lg hover:shadow-xl transition-shadow disabled:opacity-50 disabled:cursor-not-allowed"
>
Play vs AI
</motion.button>
</div>
<div className="mt-8 text-center text-sm text-gray-500">
<p>Built with Next.js, Canvas & Socket.IO</p>
</div>
</motion.div>
</div>
);
}
if (mode === 'join') {
return (
<div className="min-h-screen bg-gradient-to-br from-blue-500 via-purple-500 to-pink-500 flex items-center justify-center p-4">
<motion.div
initial={{ scale: 0.9, opacity: 0 }}
animate={{ scale: 1, opacity: 1 }}
className="bg-white rounded-2xl shadow-2xl p-8 max-w-md w-full"
>
<h2 className="text-3xl font-bold text-center mb-6 text-gray-800">Join Room</h2>
<div className="space-y-4 mb-6">
<input
type="text"
placeholder="Enter Room ID"
value={joinRoomId}
onChange={(e) => setJoinRoomId(e.target.value.toUpperCase())}
className="w-full px-4 py-3 border-2 border-gray-300 rounded-lg focus:border-purple-500 focus:outline-none transition-colors uppercase"
maxLength={6}
/>
</div>
<div className="space-y-3">
<motion.button
whileHover={{ scale: 1.02 }}
whileTap={{ scale: 0.98 }}
onClick={handleJoin}
disabled={!joinRoomId.trim()}
className="w-full bg-gradient-to-r from-purple-500 to-purple-600 text-white py-3 rounded-lg font-semibold shadow-lg hover:shadow-xl transition-shadow disabled:opacity-50 disabled:cursor-not-allowed"
>
Join Game
</motion.button>
<motion.button
whileHover={{ scale: 1.02 }}
whileTap={{ scale: 0.98 }}
onClick={() => setMode('menu')}
className="w-full bg-gray-300 text-gray-700 py-3 rounded-lg font-semibold hover:bg-gray-400 transition-colors"
>
Back
</motion.button>
</div>
</motion.div>
</div>
);
}
return null;
}

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'use client';
import React from 'react';
import { motion, AnimatePresence } from 'framer-motion';
import { Player } from '@/lib/types';
interface PlayerHandProps {
player: Player;
isCurrentPlayer: boolean;
selectedTileId: string | null;
onTileClick: (tileId: string) => void;
validTileIds: string[];
}
export function PlayerHand({
player,
isCurrentPlayer,
selectedTileId,
onTileClick,
validTileIds,
}: PlayerHandProps) {
return (
<div className="bg-white rounded-lg shadow-lg p-4">
<div className="flex items-center justify-between mb-3">
<div className="flex items-center gap-3">
<div className={`w-10 h-10 rounded-full flex items-center justify-center font-bold text-white ${
player.isAI ? 'bg-purple-500' : 'bg-blue-500'
}`}>
{player.name.charAt(0).toUpperCase()}
</div>
<div>
<div className="font-semibold text-gray-800">{player.name}</div>
<div className="text-xs text-gray-500">{player.tiles.length} tiles</div>
</div>
</div>
{isCurrentPlayer && (
<motion.div
animate={{ scale: [1, 1.2, 1] }}
transition={{ repeat: Infinity, duration: 1.5 }}
className="bg-green-500 text-white px-3 py-1 rounded-full text-xs font-semibold"
>
Your Turn
</motion.div>
)}
</div>
{!player.isAI && (
<div className="flex flex-wrap gap-2">
<AnimatePresence>
{player.tiles.map((tile, index) => {
const isSelected = tile.id === selectedTileId;
const isPlayable = validTileIds.includes(tile.id);
return (
<motion.div
key={tile.id}
initial={{ scale: 0, rotate: -180 }}
animate={{ scale: 1, rotate: 0 }}
exit={{ scale: 0, rotate: 180 }}
transition={{ delay: index * 0.05 }}
whileHover={isPlayable ? { y: -5 } : {}}
onClick={() => isPlayable && isCurrentPlayer && onTileClick(tile.id)}
className={`relative ${
isPlayable && isCurrentPlayer ? 'cursor-pointer' : 'cursor-not-allowed'
}`}
>
<DominoTileSVG
tile={tile}
isSelected={isSelected}
isPlayable={isPlayable && isCurrentPlayer}
/>
</motion.div>
);
})}
</AnimatePresence>
</div>
)}
</div>
);
}
interface DominoTileSVGProps {
tile: { left: number; right: number; id: string };
isSelected: boolean;
isPlayable: boolean;
}
function DominoTileSVG({ tile, isSelected, isPlayable }: DominoTileSVGProps) {
const width = 60;
const height = 30;
return (
<svg
width={width}
height={height}
className={`transition-all ${
isSelected ? 'ring-4 ring-blue-500 rounded' : ''
} ${!isPlayable ? 'opacity-50' : ''}`}
>
{/* Background */}
<rect
width={width}
height={height}
rx={4}
fill={isSelected ? '#3b82f6' : '#ffffff'}
stroke={isPlayable ? '#1f2937' : '#9ca3af'}
strokeWidth={2}
/>
{/* Center divider */}
<line
x1={width / 2}
y1={0}
x2={width / 2}
y2={height}
stroke="#6b7280"
strokeWidth={1}
/>
{/* Left dots */}
<g transform={`translate(${width / 4}, ${height / 2})`}>
{renderDots(tile.left, isSelected)}
</g>
{/* Right dots */}
<g transform={`translate(${(width * 3) / 4}, ${height / 2})`}>
{renderDots(tile.right, isSelected)}
</g>
</svg>
);
}
function renderDots(value: number, isSelected: boolean) {
const dotRadius = 2.5;
const margin = 6;
const fill = isSelected ? '#ffffff' : '#1f2937';
const positions = getDotPositions(value, margin);
return positions.map((pos, i) => (
<circle key={i} cx={pos.x} cy={pos.y} r={dotRadius} fill={fill} />
));
}
function getDotPositions(value: number, margin: number): { x: number; y: number }[] {
const positions: { x: number; y: number }[] = [];
switch (value) {
case 0:
return [];
case 1:
positions.push({ x: 0, y: 0 });
break;
case 2:
positions.push({ x: -margin, y: -margin });
positions.push({ x: margin, y: margin });
break;
case 3:
positions.push({ x: -margin, y: -margin });
positions.push({ x: 0, y: 0 });
positions.push({ x: margin, y: margin });
break;
case 4:
positions.push({ x: -margin, y: -margin });
positions.push({ x: margin, y: -margin });
positions.push({ x: -margin, y: margin });
positions.push({ x: margin, y: margin });
break;
case 5:
positions.push({ x: -margin, y: -margin });
positions.push({ x: margin, y: -margin });
positions.push({ x: 0, y: 0 });
positions.push({ x: -margin, y: margin });
positions.push({ x: margin, y: margin });
break;
case 6:
positions.push({ x: -margin, y: -margin });
positions.push({ x: 0, y: -margin });
positions.push({ x: margin, y: -margin });
positions.push({ x: -margin, y: margin });
positions.push({ x: 0, y: margin });
positions.push({ x: margin, y: margin });
break;
}
return positions;
}

137
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'use client';
import React from 'react';
import { motion } from 'framer-motion';
import { Player } from '@/lib/types';
interface WaitingRoomProps {
roomId: string;
players: Player[];
currentPlayerId: string | null;
onReady: () => void;
onLeave: () => void;
}
export function WaitingRoom({ roomId, players, currentPlayerId, onReady, onLeave }: WaitingRoomProps) {
const currentPlayer = players.find(p => p.id === currentPlayerId);
const isReady = currentPlayer?.isReady || false;
const canStart = players.length >= 2 && players.every(p => p.isReady);
return (
<div className="min-h-screen bg-gradient-to-br from-blue-500 via-purple-500 to-pink-500 flex items-center justify-center p-4">
<motion.div
initial={{ scale: 0.9, opacity: 0 }}
animate={{ scale: 1, opacity: 1 }}
className="bg-white rounded-2xl shadow-2xl p-8 max-w-2xl w-full"
>
<div className="text-center mb-8">
<h2 className="text-3xl font-bold text-gray-800 mb-2">Waiting Room</h2>
<div className="inline-block bg-gradient-to-r from-blue-500 to-purple-500 text-white px-6 py-2 rounded-full font-mono text-xl">
{roomId}
</div>
<p className="text-gray-600 mt-2 text-sm">Share this code with your friends</p>
</div>
<div className="mb-8">
<h3 className="text-xl font-semibold text-gray-700 mb-4">
Players ({players.length}/4)
</h3>
{players.length < 2 && (
<div className="mb-3 p-3 bg-yellow-50 border border-yellow-200 rounded-lg text-yellow-800 text-sm text-center">
Minimum 2 players required to start
</div>
)}
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
{players.map((player) => (
<motion.div
key={player.id}
initial={{ scale: 0 }}
animate={{ scale: 1 }}
className={`p-4 rounded-lg border-2 ${
player.isReady
? 'border-green-500 bg-green-50'
: 'border-gray-300 bg-gray-50'
}`}
>
<div className="flex items-center justify-between">
<div className="flex items-center gap-3">
<div className={`w-12 h-12 rounded-full flex items-center justify-center font-bold text-white ${
player.isReady ? 'bg-green-500' : 'bg-gray-400'
}`}>
{player.name.charAt(0).toUpperCase()}
</div>
<div>
<div className="font-semibold text-gray-800">{player.name}</div>
{player.id === currentPlayerId && (
<div className="text-xs text-blue-600 font-medium">You</div>
)}
</div>
</div>
{player.isReady && (
<motion.div
initial={{ scale: 0 }}
animate={{ scale: 1 }}
className="text-green-500 text-2xl"
>
</motion.div>
)}
</div>
</motion.div>
))}
{/* Empty slots */}
{Array.from({ length: 4 - players.length }).map((_, i) => (
<div
key={`empty-${i}`}
className="p-4 rounded-lg border-2 border-dashed border-gray-300 bg-gray-50 flex items-center justify-center"
>
<div className="text-gray-400 text-center">
<div className="text-3xl mb-1">+</div>
<div className="text-sm">Optional player...</div>
</div>
</div>
))}
</div>
</div>
<div className="space-y-3">
{!isReady ? (
<motion.button
whileHover={{ scale: 1.02 }}
whileTap={{ scale: 0.98 }}
onClick={onReady}
className="w-full bg-gradient-to-r from-green-500 to-green-600 text-white py-3 rounded-lg font-semibold shadow-lg hover:shadow-xl transition-shadow"
>
Ready to Play
</motion.button>
) : (
<div className="w-full bg-green-100 border-2 border-green-500 text-green-700 py-3 rounded-lg font-semibold text-center">
{canStart ? 'Starting game...' : players.length < 2 ? 'Waiting for at least 1 more player...' : 'Waiting for other players...'}
</div>
)}
<motion.button
whileHover={{ scale: 1.02 }}
whileTap={{ scale: 0.98 }}
onClick={onLeave}
className="w-full bg-gray-300 text-gray-700 py-3 rounded-lg font-semibold hover:bg-gray-400 transition-colors"
>
Leave Room
</motion.button>
</div>
<div className="mt-6 p-4 bg-blue-50 border border-blue-200 rounded-lg">
<h4 className="font-semibold text-blue-900 mb-2">Game Rules</h4>
<ul className="text-sm text-blue-800 space-y-1">
<li> 2-4 players can play (minimum 2 required)</li>
<li> Match numbers on tiles to place them on the board</li>
<li> Draw from the boneyard if you can&apos;t play</li>
<li> First player to use all tiles wins!</li>
<li> Game ends when someone runs out or no one can move</li>
</ul>
</div>
</motion.div>
</div>
);
}

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import { Player, GameState, GameMove, DominoTile, BoardEnd } from './types';
import { getValidMoves, canPlaceTile } from './gameLogic';
// AI difficulty levels
export type AIDifficulty = 'easy' | 'medium' | 'hard';
// Evaluate tile value for strategic play
function evaluateTileValue(tile: DominoTile, boardEnds: BoardEnd[]): number {
let value = 0;
// Prefer higher value tiles early in the game
value += tile.left + tile.right;
// Doubles are slightly more valuable
if (tile.isDouble) {
value += 2;
}
// Tiles that match both ends are very valuable
const matchesLeft = boardEnds.some(end => end.side === 'left' && canPlaceTile(tile, end.value));
const matchesRight = boardEnds.some(end => end.side === 'right' && canPlaceTile(tile, end.value));
if (matchesLeft && matchesRight) {
value += 10;
}
return value;
}
// Count remaining tiles with specific values
function countRemainingTiles(value: number, allPlayerTiles: DominoTile[][]): number {
let count = 0;
allPlayerTiles.forEach(tiles => {
tiles.forEach(tile => {
if (tile.left === value || tile.right === value) {
count++;
}
});
});
return count;
}
// Choose the best move for AI based on difficulty
export function chooseAIMove(
gameState: GameState,
aiPlayer: Player,
difficulty: AIDifficulty = 'medium'
): GameMove | null {
const validMoves = getValidMoves(aiPlayer, gameState.boardEnds);
if (validMoves.length === 0) {
// Try to draw from boneyard if possible
if (gameState.boneyard.length > 0) {
return null; // Will trigger draw action
}
// Pass if can't move and no tiles to draw
return {
playerId: aiPlayer.id,
tile: aiPlayer.tiles[0], // Dummy tile
side: 'left',
pass: true,
};
}
// Easy: Random move
if (difficulty === 'easy') {
const randomMove = validMoves[Math.floor(Math.random() * validMoves.length)];
return {
playerId: aiPlayer.id,
tile: randomMove.tile,
side: randomMove.side,
};
}
// Medium: Prefer higher value tiles
if (difficulty === 'medium') {
let bestMove = validMoves[0];
let bestValue = evaluateTileValue(bestMove.tile, gameState.boardEnds);
validMoves.forEach(move => {
const value = evaluateTileValue(move.tile, gameState.boardEnds);
if (value > bestValue) {
bestValue = value;
bestMove = move;
}
});
return {
playerId: aiPlayer.id,
tile: bestMove.tile,
side: bestMove.side,
};
}
// Hard: Strategic play
// Consider opponent's possible tiles and blocking strategies
let bestMove = validMoves[0];
let bestScore = -Infinity;
validMoves.forEach(move => {
let score = evaluateTileValue(move.tile, gameState.boardEnds);
// Prefer moves that limit opponent's options
const resultingValue = move.tile.left === gameState.boardEnds.find(e => e.side === move.side)?.value
? move.tile.right
: move.tile.left;
// Check how common this value is among remaining tiles
const allTiles = gameState.players.map(p => p.tiles);
const commonality = countRemainingTiles(resultingValue, allTiles);
// Prefer less common values to block opponents
score -= commonality * 3;
// Try to get rid of high-value tiles first (defensive play)
const tileValue = move.tile.left + move.tile.right;
score += tileValue * 0.5;
// Prefer doubles near the end of the game
if (move.tile.isDouble && aiPlayer.tiles.length <= 3) {
score += 5;
}
if (score > bestScore) {
bestScore = score;
bestMove = move;
}
});
return {
playerId: aiPlayer.id,
tile: bestMove.tile,
side: bestMove.side,
};
}
// Simulate AI thinking delay
export async function aiThinkingDelay(difficulty: AIDifficulty): Promise<void> {
const delays = {
easy: 500,
medium: 1000,
hard: 1500,
};
const delay = delays[difficulty] + Math.random() * 500;
return new Promise(resolve => setTimeout(resolve, delay));
}
// Check if AI should draw a tile
export function shouldAIDraw(gameState: GameState, aiPlayer: Player): boolean {
const validMoves = getValidMoves(aiPlayer, gameState.boardEnds);
return validMoves.length === 0 && gameState.boneyard.length > 0;
}

364
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import { DominoTile, GameState, Player, PlacedTile, BoardEnd, Position, GameMove } from './types';
// Generate a complete domino set (0-0 to 6-6)
export function generateDominoSet(): DominoTile[] {
const tiles: DominoTile[] = [];
for (let i = 0; i <= 6; i++) {
for (let j = i; j <= 6; j++) {
tiles.push({
id: `${i}-${j}`,
left: i,
right: j,
isDouble: i === j,
});
}
}
return tiles;
}
// Shuffle array using Fisher-Yates algorithm
export function shuffleArray<T>(array: T[]): T[] {
const shuffled = [...array];
for (let i = shuffled.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]];
}
return shuffled;
}
// Deal tiles to players
export function dealTiles(numPlayers: number): { playerTiles: DominoTile[][], boneyard: DominoTile[] } {
const allTiles = shuffleArray(generateDominoSet());
const tilesPerPlayer = 7;
const playerTiles: DominoTile[][] = [];
for (let i = 0; i < numPlayers; i++) {
playerTiles.push(allTiles.splice(0, tilesPerPlayer));
}
return {
playerTiles,
boneyard: allTiles,
};
}
// Find the player with the highest double
export function findStartingPlayer(players: Player[]): number {
let highestDouble = -1;
let startingPlayerIndex = 0;
players.forEach((player, index) => {
player.tiles.forEach(tile => {
if (tile.isDouble && tile.left > highestDouble) {
highestDouble = tile.left;
startingPlayerIndex = index;
}
});
});
return startingPlayerIndex;
}
// Check if a tile can be placed at a specific board end
export function canPlaceTile(tile: DominoTile, endValue: number): boolean {
return tile.left === endValue || tile.right === endValue;
}
// Check if a player can make any move
export function canPlayerMove(player: Player, boardEnds: BoardEnd[]): boolean {
if (boardEnds.length === 0) return true;
return player.tiles.some(tile =>
boardEnds.some(end => canPlaceTile(tile, end.value))
);
}
// Get valid moves for a player
export function getValidMoves(player: Player, boardEnds: BoardEnd[]): { tile: DominoTile; side: 'left' | 'right' }[] {
if (boardEnds.length === 0) {
return player.tiles.map(tile => ({ tile, side: 'left' as const }));
}
const validMoves: { tile: DominoTile; side: 'left' | 'right' }[] = [];
const addedTiles = new Set<string>();
player.tiles.forEach(tile => {
boardEnds.forEach(end => {
if (canPlaceTile(tile, end.value)) {
const moveKey = `${tile.id}-${end.side}`;
if (!addedTiles.has(moveKey)) {
validMoves.push({ tile, side: end.side === 'left' ? 'left' : 'right' });
addedTiles.add(moveKey);
}
}
});
});
return validMoves;
}
// Get playable tiles for a player (returns just tile IDs)
export function getPlayableTiles(player: Player, boardEnds: BoardEnd[]): string[] {
if (boardEnds.length === 0) {
return player.tiles.map(t => t.id);
}
const playableTileIds = new Set<string>();
player.tiles.forEach(tile => {
boardEnds.forEach(end => {
if (canPlaceTile(tile, end.value)) {
playableTileIds.add(tile.id);
}
});
});
return Array.from(playableTileIds);
}
// Check if a specific move is valid
export function isValidMove(tile: DominoTile, side: 'left' | 'right', boardEnds: BoardEnd[]): boolean {
if (boardEnds.length === 0) return true;
const targetEnd = boardEnds.find(end =>
(side === 'left' && end.side === 'left') ||
(side === 'right' && end.side === 'right')
);
if (!targetEnd) return false;
return canPlaceTile(tile, targetEnd.value);
}
// Calculate tile position on board
export function calculateTilePosition(
board: PlacedTile[],
side: 'left' | 'right',
tileWidth: number,
tileHeight: number,
isDouble: boolean
): { position: Position; orientation: 'horizontal' | 'vertical'; rotation: number } {
const spacing = 5;
if (board.length === 0) {
return {
position: { x: 400, y: 300 },
orientation: 'horizontal',
rotation: 0,
};
}
const lastTile = side === 'right' ? board[board.length - 1] : board[0];
let position: Position;
let orientation: 'horizontal' | 'vertical' = 'horizontal';
let rotation = 0;
if (side === 'right') {
const offset = lastTile.orientation === 'horizontal' ? tileWidth : tileHeight;
position = {
x: lastTile.position.x + offset + spacing,
y: lastTile.position.y,
};
orientation = isDouble ? 'vertical' : 'horizontal';
} else {
const offset = lastTile.orientation === 'horizontal' ? tileWidth : tileHeight;
position = {
x: lastTile.position.x - offset - spacing,
y: lastTile.position.y,
};
orientation = isDouble ? 'vertical' : 'horizontal';
}
return { position, orientation, rotation };
}
// Update board ends after placing a tile
export function updateBoardEnds(
board: PlacedTile[],
newTile: PlacedTile,
side: 'left' | 'right',
matchedValue: number
): BoardEnd[] {
if (board.length === 0) {
return [
{ value: newTile.tile.left, position: newTile.position, side: 'left' },
{ value: newTile.tile.right, position: newTile.position, side: 'right' },
];
}
const newEnds: BoardEnd[] = [];
if (side === 'left') {
const newValue = newTile.tile.left === matchedValue ? newTile.tile.right : newTile.tile.left;
newEnds.push({ value: newValue, position: newTile.position, side: 'left' });
// Keep the right end
const rightTile = board[board.length - 1];
const rightValue = board.length === 1
? (rightTile.tile.left === matchedValue ? rightTile.tile.right : rightTile.tile.left)
: board[board.length - 1].tile.right;
newEnds.push({ value: rightValue, position: rightTile.position, side: 'right' });
} else {
// Keep the left end
const leftTile = board[0];
const leftValue = board.length === 1
? (leftTile.tile.left === matchedValue ? leftTile.tile.right : leftTile.tile.left)
: board[0].tile.left;
newEnds.push({ value: leftValue, position: leftTile.position, side: 'left' });
const newValue = newTile.tile.left === matchedValue ? newTile.tile.right : newTile.tile.left;
newEnds.push({ value: newValue, position: newTile.position, side: 'right' });
}
return newEnds;
}
// Execute a move
export function executeMove(
gameState: GameState,
move: GameMove,
tileWidth: number = 60,
tileHeight: number = 30
): GameState {
const player = gameState.players.find(p => p.id === move.playerId);
if (!player) return gameState;
if (move.pass) {
return {
...gameState,
currentPlayerIndex: (gameState.currentPlayerIndex + 1) % gameState.players.length,
turnsPassed: gameState.turnsPassed + 1,
};
}
const tileIndex = player.tiles.findIndex(t => t.id === move.tile.id);
if (tileIndex === -1) return gameState;
// Remove tile from player's hand
const newTiles = [...player.tiles];
newTiles.splice(tileIndex, 1);
// Determine if we need to flip the tile
let tileToPlace = { ...move.tile };
if (gameState.board.length > 0) {
const targetEnd = gameState.boardEnds.find(end => end.side === move.side);
const matchValue = targetEnd?.value || 0;
// When placing on the RIGHT side:
// - The LEFT value of the new tile should match the board end
// - If tile.right matches, we need to flip it
// When placing on the LEFT side:
// - The RIGHT value of the new tile should match the board end
// - If tile.left matches, we need to flip it
let needsFlip = false;
if (move.side === 'right') {
// On right side, left value of tile should match
if (move.tile.right === matchValue && move.tile.left !== matchValue) {
needsFlip = true;
}
} else {
// On left side, right value of tile should match
if (move.tile.left === matchValue && move.tile.right !== matchValue) {
needsFlip = true;
}
}
// Flip the tile if needed
if (needsFlip) {
tileToPlace = {
...move.tile,
left: move.tile.right,
right: move.tile.left,
};
}
}
// Calculate position and place tile
const { position, orientation, rotation } = calculateTilePosition(
gameState.board,
move.side,
tileWidth,
tileHeight,
tileToPlace.isDouble
);
const placedTile: PlacedTile = {
tile: tileToPlace,
position,
orientation,
rotation,
};
const newBoard = move.side === 'right'
? [...gameState.board, placedTile]
: [placedTile, ...gameState.board];
// Update board ends - after placing, it's straightforward:
// Left end is the left value of the leftmost tile
// Right end is the right value of the rightmost tile
let newBoardEnds: BoardEnd[];
if (newBoard.length === 1) {
newBoardEnds = [
{ value: tileToPlace.left, position: placedTile.position, side: 'left' },
{ value: tileToPlace.right, position: placedTile.position, side: 'right' },
];
} else {
const leftTile = newBoard[0];
const rightTile = newBoard[newBoard.length - 1];
newBoardEnds = [
{ value: leftTile.tile.left, position: leftTile.position, side: 'left' },
{ value: rightTile.tile.right, position: rightTile.position, side: 'right' },
];
}
const updatedPlayers = gameState.players.map(p =>
p.id === player.id ? { ...p, tiles: newTiles } : p
);
const isGameOver = newTiles.length === 0;
const winner = isGameOver ? player.id : null;
return {
...gameState,
players: updatedPlayers,
board: newBoard,
boardEnds: newBoardEnds,
currentPlayerIndex: (gameState.currentPlayerIndex + 1) % gameState.players.length,
isGameOver,
winner,
turnsPassed: 0,
gameMode: isGameOver ? 'finished' : 'playing',
};
}
// Calculate score for a player
export function calculateScore(tiles: DominoTile[]): number {
return tiles.reduce((sum, tile) => sum + tile.left + tile.right, 0);
}
// Check if game is blocked (no one can move)
export function isGameBlocked(gameState: GameState): boolean {
if (gameState.boneyard.length > 0) return false;
return gameState.players.every(player => !canPlayerMove(player, gameState.boardEnds));
}
// Determine winner when game is blocked
export function determineBlockedWinner(gameState: GameState): string {
let lowestScore = Infinity;
let winnerId = '';
gameState.players.forEach(player => {
const score = calculateScore(player.tiles);
if (score < lowestScore) {
lowestScore = score;
winnerId = player.id;
}
});
return winnerId;
}

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import { createServer } from 'http';
import { Server } from 'socket.io';
import { GameState, Player, GameMove } from '@/lib/types';
import { dealTiles, findStartingPlayer, executeMove, canPlayerMove, isGameBlocked, determineBlockedWinner } from '@/lib/gameLogic';
const httpServer = createServer();
const io = new Server(httpServer, {
cors: {
origin: process.env.NEXT_PUBLIC_APP_URL || 'http://localhost:3000',
methods: ['GET', 'POST'],
},
});
// Store active game rooms
const gameRooms = new Map<string, GameState>();
const playerRooms = new Map<string, string>(); // playerId -> roomId
// Generate unique room ID
function generateRoomId(): string {
return Math.random().toString(36).substring(2, 8).toUpperCase();
}
// Create a new game state
function createGameState(roomId: string): GameState {
return {
id: roomId,
players: [],
currentPlayerIndex: 0,
board: [],
boneyard: [],
boardEnds: [],
winner: null,
isGameOver: false,
turnsPassed: 0,
gameMode: 'waiting',
};
}
// Initialize game when all players are ready
function startGame(roomId: string): GameState {
const gameState = gameRooms.get(roomId);
if (!gameState) throw new Error('Game not found');
const { playerTiles, boneyard } = dealTiles(gameState.players.length);
const updatedPlayers = gameState.players.map((player, index) => ({
...player,
tiles: playerTiles[index],
score: 0,
}));
const startingPlayerIndex = findStartingPlayer(updatedPlayers);
const newGameState: GameState = {
...gameState,
players: updatedPlayers,
currentPlayerIndex: startingPlayerIndex,
boneyard,
gameMode: 'playing',
};
gameRooms.set(roomId, newGameState);
return newGameState;
}
io.on('connection', (socket) => {
console.log('Client connected:', socket.id);
// Create room
socket.on('create-room', () => {
const roomId = generateRoomId();
const gameState = createGameState(roomId);
gameRooms.set(roomId, gameState);
socket.join(roomId);
socket.emit('room-created', roomId);
console.log('Room created:', roomId);
});
// Join room
socket.on('join-room', (roomId: string, playerName: string) => {
const gameState = gameRooms.get(roomId);
if (!gameState) {
socket.emit('error', 'Room not found');
return;
}
if (gameState.players.length >= 4) {
socket.emit('error', 'Room is full');
return;
}
if (gameState.gameMode !== 'waiting') {
socket.emit('error', 'Game already started');
return;
}
const player: Player = {
id: socket.id,
name: playerName,
tiles: [],
score: 0,
isAI: false,
isReady: false,
};
gameState.players.push(player);
playerRooms.set(socket.id, roomId);
socket.join(roomId);
socket.emit('room-joined', gameState, socket.id);
socket.to(roomId).emit('player-joined', player);
console.log(`Player ${playerName} joined room ${roomId}`);
});
// Player ready
socket.on('player-ready', (roomId: string) => {
const gameState = gameRooms.get(roomId);
if (!gameState) return;
const player = gameState.players.find(p => p.id === socket.id);
if (!player) return;
player.isReady = true;
gameRooms.set(roomId, gameState);
// Start game if all players are ready and at least 2 players
const allReady = gameState.players.length >= 2 && gameState.players.every(p => p.isReady);
if (allReady) {
const startedGame = startGame(roomId);
io.to(roomId).emit('game-started', startedGame);
console.log('Game started in room:', roomId);
} else {
io.to(roomId).emit('game-state-updated', gameState);
}
});
// Make move
socket.on('make-move', (roomId: string, move: GameMove) => {
const gameState = gameRooms.get(roomId);
if (!gameState) return;
const currentPlayer = gameState.players[gameState.currentPlayerIndex];
if (currentPlayer.id !== socket.id) {
socket.emit('invalid-move', 'Not your turn');
return;
}
try {
const newGameState = executeMove(gameState, move);
// Check if game is blocked
if (isGameBlocked(newGameState)) {
const winnerId = determineBlockedWinner(newGameState);
newGameState.winner = winnerId;
newGameState.isGameOver = true;
newGameState.gameMode = 'finished';
}
gameRooms.set(roomId, newGameState);
io.to(roomId).emit('game-state-updated', newGameState);
} catch (error) {
socket.emit('invalid-move', 'Invalid move');
}
});
// Draw tile
socket.on('draw-tile', (roomId: string) => {
const gameState = gameRooms.get(roomId);
if (!gameState) return;
const currentPlayer = gameState.players[gameState.currentPlayerIndex];
if (currentPlayer.id !== socket.id) {
socket.emit('invalid-move', 'Not your turn');
return;
}
if (gameState.boneyard.length === 0) {
socket.emit('invalid-move', 'No tiles left to draw');
return;
}
const drawnTile = gameState.boneyard.pop()!;
currentPlayer.tiles.push(drawnTile);
// Check if player can move now
if (!canPlayerMove(currentPlayer, gameState.boardEnds)) {
gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length;
}
gameRooms.set(roomId, gameState);
io.to(roomId).emit('game-state-updated', gameState);
});
// Leave room
socket.on('leave-room', (roomId: string) => {
handlePlayerLeave(socket.id, roomId);
});
// Disconnect
socket.on('disconnect', () => {
const roomId = playerRooms.get(socket.id);
if (roomId) {
handlePlayerLeave(socket.id, roomId);
}
console.log('Client disconnected:', socket.id);
});
});
function handlePlayerLeave(playerId: string, roomId: string) {
const gameState = gameRooms.get(roomId);
if (!gameState) return;
gameState.players = gameState.players.filter(p => p.id !== playerId);
playerRooms.delete(playerId);
if (gameState.players.length === 0) {
gameRooms.delete(roomId);
console.log('Room deleted:', roomId);
} else {
gameRooms.set(roomId, gameState);
io.to(roomId).emit('player-left', playerId);
io.to(roomId).emit('game-state-updated', gameState);
}
}
const PORT = process.env.SOCKET_PORT || 3001;
httpServer.listen(PORT, () => {
console.log(`Socket.IO server running on port ${PORT}`);
});
export { io };

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lib/store.ts Archivo normal
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'use client';
import { create } from 'zustand';
import { io, Socket } from 'socket.io-client';
import { GameState, Player, GameMove, DominoTile } from '@/lib/types';
import { chooseAIMove, aiThinkingDelay, shouldAIDraw } from '@/lib/aiLogic';
import { dealTiles, findStartingPlayer, executeMove, canPlayerMove } from '@/lib/gameLogic';
interface GameStore {
socket: Socket | null;
gameState: GameState | null;
currentPlayerId: string | null;
roomId: string | null;
error: string | null;
isConnected: boolean;
selectedTile: DominoTile | null;
pendingPlayerName: string | null;
// Actions
initSocket: () => void;
createRoom: (playerName: string) => void;
joinRoom: (roomId: string, playerName: string) => void;
setPlayerReady: () => void;
makeMove: (move: GameMove) => void;
drawTile: () => void;
selectTile: (tile: DominoTile | null) => void;
leaveRoom: () => void;
setError: (error: string | null) => void;
// AI actions
startAIGame: (playerName: string) => void;
executeAITurn: () => void;
}
export const useGameStore = create<GameStore>((set, get) => ({
socket: null,
gameState: null,
currentPlayerId: null,
roomId: null,
error: null,
isConnected: false,
selectedTile: null,
pendingPlayerName: null,
initSocket: () => {
const socket = io('http://localhost:3000', {
transports: ['websocket', 'polling'],
});
socket.on('connect', () => {
console.log('Connected to socket server');
set({ isConnected: true, socket });
});
socket.on('disconnect', () => {
console.log('Disconnected from socket server');
set({ isConnected: false });
});
socket.on('room-created', (roomId: string) => {
const { pendingPlayerName, socket } = get();
set({ roomId, error: null });
// Automatically join the room we just created
if (pendingPlayerName && socket) {
socket.emit('join-room', roomId, pendingPlayerName);
}
});
socket.on('room-joined', (gameState: GameState, playerId: string) => {
set({ gameState, currentPlayerId: playerId, error: null, pendingPlayerName: null });
});
socket.on('game-state-updated', (gameState: GameState) => {
set({ gameState });
// Check if it's AI's turn
const currentPlayer = gameState.players[gameState.currentPlayerIndex];
if (currentPlayer?.isAI && gameState.gameMode === 'playing' && !gameState.isGameOver) {
setTimeout(() => {
get().executeAITurn();
}, 1000);
}
});
socket.on('game-started', (gameState: GameState) => {
set({ gameState });
// Check if AI starts
const currentPlayer = gameState.players[gameState.currentPlayerIndex];
if (currentPlayer?.isAI) {
setTimeout(() => {
get().executeAITurn();
}, 1500);
}
});
socket.on('player-joined', (player: Player) => {
const { gameState } = get();
if (gameState) {
set({
gameState: {
...gameState,
players: [...gameState.players, player],
},
});
}
});
socket.on('player-left', (playerId: string) => {
const { currentPlayerId } = get();
// If we are the player who left (kicked or left from another tab), clear our state
if (playerId === currentPlayerId) {
set({
gameState: null,
roomId: null,
currentPlayerId: null,
selectedTile: null,
pendingPlayerName: null,
error: null
});
}
// Note: Don't update gameState here - the server will send game-state-updated
// with the updated state including potential winner if only 1 player remains
});
socket.on('invalid-move', (message: string) => {
set({ error: message });
setTimeout(() => set({ error: null }), 3000);
});
socket.on('error', (message: string) => {
set({ error: message });
setTimeout(() => set({ error: null }), 3000);
});
set({ socket });
},
createRoom: (playerName: string) => {
const { socket } = get();
if (socket) {
set({ pendingPlayerName: playerName });
socket.emit('create-room');
}
},
joinRoom: (roomId: string, playerName: string) => {
const { socket } = get();
if (socket) {
set({ roomId });
socket.emit('join-room', roomId, playerName);
}
},
setPlayerReady: () => {
const { socket, roomId } = get();
if (socket && roomId) {
socket.emit('player-ready', roomId);
}
},
makeMove: (move: GameMove) => {
const { socket, roomId, gameState } = get();
// Modo AI (offline)
if (roomId?.startsWith('AI-') && gameState) {
console.log('AI mode: executing move', move);
const newGameState = executeMove(gameState, move);
set({ gameState: newGameState, selectedTile: null });
// Si es turno de la IA, ejecutar su movimiento
const currentPlayer = newGameState.players[newGameState.currentPlayerIndex];
if (currentPlayer?.isAI && !newGameState.isGameOver) {
setTimeout(() => {
get().executeAITurn();
}, 1000);
}
return;
}
// Modo multijugador (online)
if (socket && roomId) {
console.log('Online mode: sending move to server', move);
socket.emit('make-move', roomId, move);
set({ selectedTile: null });
}
},
drawTile: () => {
const { socket, roomId, gameState, currentPlayerId } = get();
// AI mode - execute locally
if (roomId?.startsWith('AI-')) {
if (!gameState || !currentPlayerId) return;
const player = gameState.players.find(p => p.id === currentPlayerId);
if (!player) return;
// Check if there are tiles in the boneyard
if (gameState.boneyard.length === 0) {
console.log('No tiles in boneyard');
return;
}
// Draw a tile from the boneyard
const drawnTile = gameState.boneyard[0];
const newBoneyard = gameState.boneyard.slice(1);
// Add to player's hand
const updatedPlayers = gameState.players.map(p =>
p.id === currentPlayerId
? { ...p, tiles: [...p.tiles, drawnTile] }
: p
);
// Update game state
set({
gameState: {
...gameState,
boneyard: newBoneyard,
players: updatedPlayers,
}
});
console.log('Drew tile in AI mode:', drawnTile);
}
// Online mode - send to server
else if (socket && roomId) {
socket.emit('draw-tile', roomId);
}
},
selectTile: (tile: DominoTile | null) => {
set({ selectedTile: tile });
},
leaveRoom: () => {
const { socket, roomId } = get();
if (socket && roomId) {
socket.emit('leave-room', roomId);
}
// Clear state immediately on client side
set({
gameState: null,
roomId: null,
currentPlayerId: null,
selectedTile: null,
pendingPlayerName: null,
error: null
});
},
setError: (error: string | null) => {
set({ error });
if (error) {
// Auto-clear error after 3 seconds
setTimeout(() => {
set({ error: null });
}, 3000);
}
},
// Start AI game (offline mode)
startAIGame: (playerName: string) => {
const roomId = 'AI-' + Math.random().toString(36).substring(2, 8);
const humanPlayer: Player = {
id: 'human',
name: playerName,
tiles: [],
score: 0,
isAI: false,
isReady: true,
};
const aiPlayer: Player = {
id: 'ai',
name: 'AI Opponent',
tiles: [],
score: 0,
isAI: true,
isReady: true,
};
const { playerTiles, boneyard } = dealTiles(2);
humanPlayer.tiles = playerTiles[0];
aiPlayer.tiles = playerTiles[1];
const players = [humanPlayer, aiPlayer];
const startingPlayerIndex = findStartingPlayer(players);
const gameState: GameState = {
id: roomId,
players,
currentPlayerIndex: startingPlayerIndex,
board: [],
boneyard,
boardEnds: [],
winner: null,
isGameOver: false,
turnsPassed: 0,
gameMode: 'playing',
};
set({ gameState, currentPlayerId: 'human', roomId });
// If AI starts, make first move
if (startingPlayerIndex === 1) {
setTimeout(() => {
get().executeAITurn();
}, 1500);
}
},
// Execute AI turn
executeAITurn: async () => {
const { gameState } = get();
if (!gameState || gameState.isGameOver) return;
const aiPlayer = gameState.players.find(p => p.isAI);
if (!aiPlayer) return;
const currentPlayer = gameState.players[gameState.currentPlayerIndex];
if (currentPlayer.id !== aiPlayer.id) return;
await aiThinkingDelay('medium');
// Check if AI should draw
if (shouldAIDraw(gameState, aiPlayer)) {
if (gameState.boneyard.length > 0) {
const drawnTile = gameState.boneyard.pop()!;
aiPlayer.tiles.push(drawnTile);
if (!canPlayerMove(aiPlayer, gameState.boardEnds)) {
gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length;
set({ gameState: { ...gameState } });
return;
}
} else {
// Pass turn
gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length;
gameState.turnsPassed++;
set({ gameState: { ...gameState } });
return;
}
}
const move = chooseAIMove(gameState, aiPlayer, 'medium');
if (move) {
const newGameState = executeMove(gameState, move);
set({ gameState: newGameState });
}
},
}));

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lib/types.ts Archivo normal
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// Domino game types and interfaces
export type DominoTile = {
id: string;
left: number;
right: number;
isDouble: boolean;
};
export type Position = {
x: number;
y: number;
};
export type Orientation = 'horizontal' | 'vertical';
export type PlacedTile = {
tile: DominoTile;
position: Position;
orientation: Orientation;
rotation: number;
};
export type Player = {
id: string;
name: string;
tiles: DominoTile[];
score: number;
isAI: boolean;
isReady: boolean;
};
export type BoardEnd = {
value: number;
position: Position;
side: 'left' | 'right' | 'top' | 'bottom';
};
export type GameState = {
id: string;
players: Player[];
currentPlayerIndex: number;
board: PlacedTile[];
boneyard: DominoTile[];
boardEnds: BoardEnd[];
winner: string | null;
isGameOver: boolean;
turnsPassed: number;
gameMode: 'waiting' | 'playing' | 'finished';
};
export type GameMove = {
playerId: string;
tile: DominoTile;
side: 'left' | 'right';
pass?: boolean;
};
export type SocketEvents = {
// Client to Server
'create-room': () => void;
'join-room': (roomId: string, playerName: string) => void;
'player-ready': (roomId: string) => void;
'make-move': (roomId: string, move: GameMove) => void;
'draw-tile': (roomId: string) => void;
'leave-room': (roomId: string) => void;
// Server to Client
'room-created': (roomId: string) => void;
'room-joined': (gameState: GameState, playerId: string) => void;
'game-state-updated': (gameState: GameState) => void;
'game-started': (gameState: GameState) => void;
'invalid-move': (message: string) => void;
'player-joined': (player: Player) => void;
'player-left': (playerId: string) => void;
'error': (message: string) => void;
};

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/** @type {import('next').NextConfig} */
const nextConfig = {
turbopack: {},
};
export default nextConfig;

6577
package-lock.json generado

La diferencia del archivo ha sido suprimido porque es demasiado grande Cargar Diff

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@@ -2,25 +2,30 @@
"name": "domino", "name": "domino",
"version": "0.1.0", "version": "0.1.0",
"private": true, "private": true,
"type": "module",
"scripts": { "scripts": {
"dev": "next dev", "dev": "node server.mjs",
"build": "next build", "build": "next build",
"start": "next start", "start": "NODE_ENV=production node server.mjs",
"lint": "eslint" "lint": "eslint"
}, },
"dependencies": { "dependencies": {
"framer-motion": "^12.23.24",
"next": "16.0.1",
"react": "19.2.0", "react": "19.2.0",
"react-dom": "19.2.0", "react-dom": "19.2.0",
"next": "16.0.1" "socket.io": "^4.8.1",
"socket.io-client": "^4.8.1",
"zustand": "^5.0.8"
}, },
"devDependencies": { "devDependencies": {
"typescript": "^5", "@tailwindcss/postcss": "^4",
"@types/node": "^20", "@types/node": "^20",
"@types/react": "^19", "@types/react": "^19",
"@types/react-dom": "^19", "@types/react-dom": "^19",
"@tailwindcss/postcss": "^4",
"tailwindcss": "^4",
"eslint": "^9", "eslint": "^9",
"eslint-config-next": "16.0.1" "eslint-config-next": "16.0.1",
"tailwindcss": "^4",
"typescript": "^5"
} }
} }

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server.mjs Archivo normal
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import { createServer } from 'http';
import { parse } from 'url';
import next from 'next';
import { Server } from 'socket.io';
const dev = process.env.NODE_ENV !== 'production';
const hostname = 'localhost';
const port = 3000;
const app = next({ dev, hostname, port });
const handle = app.getRequestHandler();
// Store active game rooms
const gameRooms = new Map();
const playerRooms = new Map();
// Generate unique room ID
function generateRoomId() {
return Math.random().toString(36).substring(2, 8).toUpperCase();
}
// Create a new game state
function createGameState(roomId) {
return {
id: roomId,
players: [],
currentPlayerIndex: 0,
board: [],
boneyard: [],
boardEnds: [],
winner: null,
isGameOver: false,
turnsPassed: 0,
gameMode: 'waiting',
};
}
// Generate domino set
function generateDominoSet() {
const tiles = [];
for (let i = 0; i <= 6; i++) {
for (let j = i; j <= 6; j++) {
tiles.push({
id: `${i}-${j}`,
left: i,
right: j,
isDouble: i === j,
});
}
}
return tiles;
}
// Shuffle array
function shuffleArray(array) {
const shuffled = [...array];
for (let i = shuffled.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]];
}
return shuffled;
}
// Deal tiles
function dealTiles(numPlayers) {
const allTiles = shuffleArray(generateDominoSet());
const tilesPerPlayer = 7;
const playerTiles = [];
for (let i = 0; i < numPlayers; i++) {
playerTiles.push(allTiles.splice(0, tilesPerPlayer));
}
return {
playerTiles,
boneyard: allTiles,
};
}
// Find starting player
function findStartingPlayer(players) {
let highestDouble = -1;
let startingPlayerIndex = 0;
players.forEach((player, index) => {
player.tiles.forEach(tile => {
if (tile.isDouble && tile.left > highestDouble) {
highestDouble = tile.left;
startingPlayerIndex = index;
}
});
});
return startingPlayerIndex;
}
// Start game
function startGame(roomId) {
const gameState = gameRooms.get(roomId);
if (!gameState) throw new Error('Game not found');
const { playerTiles, boneyard } = dealTiles(gameState.players.length);
const updatedPlayers = gameState.players.map((player, index) => ({
...player,
tiles: playerTiles[index],
score: 0,
}));
const startingPlayerIndex = findStartingPlayer(updatedPlayers);
const newGameState = {
...gameState,
players: updatedPlayers,
currentPlayerIndex: startingPlayerIndex,
boneyard,
gameMode: 'playing',
};
gameRooms.set(roomId, newGameState);
return newGameState;
}
app.prepare().then(() => {
const server = createServer(async (req, res) => {
try {
const parsedUrl = parse(req.url, true);
await handle(req, res, parsedUrl);
} catch (err) {
console.error('Error occurred handling', req.url, err);
res.statusCode = 500;
res.end('internal server error');
}
});
const io = new Server(server, {
cors: {
origin: '*',
methods: ['GET', 'POST'],
},
});
io.on('connection', (socket) => {
console.log('Client connected:', socket.id);
socket.on('create-room', () => {
const roomId = generateRoomId();
const gameState = createGameState(roomId);
gameRooms.set(roomId, gameState);
socket.join(roomId);
socket.emit('room-created', roomId);
console.log('Room created:', roomId);
});
socket.on('join-room', (roomId, playerName) => {
const gameState = gameRooms.get(roomId);
if (!gameState) {
socket.emit('error', 'Room not found');
return;
}
if (gameState.players.length >= 4) {
socket.emit('error', 'Room is full');
return;
}
if (gameState.gameMode !== 'waiting') {
socket.emit('error', 'Game already started');
return;
}
const player = {
id: socket.id,
name: playerName,
tiles: [],
score: 0,
isAI: false,
isReady: false,
};
gameState.players.push(player);
playerRooms.set(socket.id, roomId);
socket.join(roomId);
socket.emit('room-joined', gameState, socket.id);
socket.to(roomId).emit('player-joined', player);
console.log(`Player ${playerName} joined room ${roomId}`);
});
socket.on('player-ready', (roomId) => {
const gameState = gameRooms.get(roomId);
if (!gameState) return;
const player = gameState.players.find(p => p.id === socket.id);
if (!player) return;
player.isReady = true;
gameRooms.set(roomId, gameState);
const allReady = gameState.players.length >= 2 && gameState.players.every(p => p.isReady);
if (allReady) {
const startedGame = startGame(roomId);
io.to(roomId).emit('game-started', startedGame);
console.log('Game started in room:', roomId);
} else {
io.to(roomId).emit('game-state-updated', gameState);
}
});
socket.on('make-move', (roomId, move) => {
console.log('Received make-move:', { roomId, move, socketId: socket.id });
const gameState = gameRooms.get(roomId);
if (!gameState) {
console.log('Game state not found for room:', roomId);
socket.emit('error', 'Game not found');
return;
}
const currentPlayer = gameState.players[gameState.currentPlayerIndex];
if (currentPlayer.id !== socket.id) {
console.log('Not player turn:', { currentPlayerId: currentPlayer.id, socketId: socket.id });
socket.emit('invalid-move', 'Not your turn');
return;
}
const player = gameState.players.find(p => p.id === move.playerId);
if (!player) {
console.log('Player not found:', move.playerId);
socket.emit('error', 'Player not found');
return;
}
if (move.pass) {
console.log('Player passing turn');
gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length;
gameState.turnsPassed++;
} else {
const tileIndex = player.tiles.findIndex(t => t.id === move.tile.id);
if (tileIndex === -1) {
console.log('Tile not found in player hand:', move.tile.id);
socket.emit('invalid-move', 'Tile not found');
return;
}
// Validar el movimiento
if (gameState.boardEnds.length > 0) {
const targetEnd = gameState.boardEnds.find(end =>
(move.side === 'left' && end.side === 'left') ||
(move.side === 'right' && end.side === 'right')
);
if (!targetEnd) {
console.log('Invalid side:', move.side);
socket.emit('invalid-move', 'Invalid side');
return;
}
const canPlace = move.tile.left === targetEnd.value || move.tile.right === targetEnd.value;
if (!canPlace) {
console.log('Tile does not match:', { tile: move.tile, targetEnd: targetEnd.value });
socket.emit('invalid-move', 'Tile does not match board end');
return;
}
}
console.log('Placing tile:', { tile: move.tile, side: move.side });
// Remover la ficha de la mano del jugador
player.tiles.splice(tileIndex, 1);
// Calcular posición según el lado del tablero
let position;
let tileToPlace = { ...move.tile };
if (gameState.board.length === 0) {
position = { x: 400, y: 300 };
} else {
// Get the current board end value
const targetEnd = gameState.boardEnds.find(end => end.side === move.side);
const matchValue = targetEnd?.value || 0;
// Determine if we need to flip the tile
// When placing on the RIGHT side:
// - The LEFT value of the new tile should match the board end
// - If tile.right matches, we need to flip it
// When placing on the LEFT side:
// - The RIGHT value of the new tile should match the board end
// - If tile.left matches, we need to flip it
let needsFlip = false;
if (move.side === 'right') {
// On right side, left value of tile should match
if (move.tile.right === matchValue && move.tile.left !== matchValue) {
needsFlip = true;
}
} else {
// On left side, right value of tile should match
if (move.tile.left === matchValue && move.tile.right !== matchValue) {
needsFlip = true;
}
}
// Flip the tile if needed
if (needsFlip) {
tileToPlace = {
...move.tile,
left: move.tile.right,
right: move.tile.left,
};
console.log('Flipping tile from', move.tile, 'to', tileToPlace);
}
if (move.side === 'right') {
const lastTile = gameState.board[gameState.board.length - 1];
position = { x: lastTile.position.x + 65, y: lastTile.position.y };
} else {
const firstTile = gameState.board[0];
position = { x: firstTile.position.x - 65, y: firstTile.position.y };
}
}
const placedTile = {
tile: tileToPlace,
position,
orientation: 'horizontal',
rotation: 0,
};
// Agregar al tablero
if (move.side === 'right') {
gameState.board.push(placedTile);
} else {
gameState.board.unshift(placedTile);
}
// Actualizar los extremos del tablero
if (gameState.board.length === 1) {
gameState.boardEnds = [
{ value: tileToPlace.left, position: placedTile.position, side: 'left' },
{ value: tileToPlace.right, position: placedTile.position, side: 'right' },
];
} else {
// After placing, the new ends are straightforward:
// Left end is the left value of the leftmost tile
// Right end is the right value of the rightmost tile
const leftTile = gameState.board[0];
const rightTile = gameState.board[gameState.board.length - 1];
gameState.boardEnds = [
{ value: leftTile.tile.left, position: leftTile.position, side: 'left' },
{ value: rightTile.tile.right, position: rightTile.position, side: 'right' },
];
}
gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length;
gameState.turnsPassed = 0;
if (player.tiles.length === 0) {
gameState.winner = player.id;
gameState.isGameOver = true;
gameState.gameMode = 'finished';
}
}
console.log('Updating game state and emitting to room:', roomId);
gameRooms.set(roomId, gameState);
io.to(roomId).emit('game-state-updated', gameState);
console.log('Game state updated successfully');
});
socket.on('draw-tile', (roomId) => {
const gameState = gameRooms.get(roomId);
if (!gameState) return;
const currentPlayer = gameState.players[gameState.currentPlayerIndex];
if (currentPlayer.id !== socket.id) {
socket.emit('invalid-move', 'Not your turn');
return;
}
if (gameState.boneyard.length === 0) {
socket.emit('invalid-move', 'No tiles left to draw');
return;
}
const drawnTile = gameState.boneyard.pop();
currentPlayer.tiles.push(drawnTile);
gameRooms.set(roomId, gameState);
io.to(roomId).emit('game-state-updated', gameState);
});
socket.on('leave-room', (roomId) => {
console.log('Player leaving room:', { socketId: socket.id, roomId });
const gameState = gameRooms.get(roomId);
if (!gameState) return;
// Filter out AI players to count only human players
const humanPlayers = gameState.players.filter(p => !p.isAI);
const leavingPlayer = gameState.players.find(p => p.id === socket.id);
if (!leavingPlayer) return;
// Remove player from game
gameState.players = gameState.players.filter(p => p.id !== socket.id);
playerRooms.delete(socket.id);
socket.leave(roomId);
if (gameState.players.length === 0) {
// No players left, delete room
gameRooms.delete(roomId);
console.log('Room deleted - no players remaining:', roomId);
} else {
// Check if only one human player remains
const remainingHumanPlayers = gameState.players.filter(p => !p.isAI);
if (gameState.gameMode === 'playing' && remainingHumanPlayers.length === 1 && humanPlayers.length > 1) {
// Only one human player left, they win by default
const winner = remainingHumanPlayers[0];
gameState.isGameOver = true;
gameState.winner = winner.id;
gameState.gameMode = 'finished';
console.log(`Player ${winner.name} wins - only player remaining in room ${roomId}`);
}
// Adjust currentPlayerIndex if needed
if (gameState.currentPlayerIndex >= gameState.players.length) {
gameState.currentPlayerIndex = 0;
}
gameRooms.set(roomId, gameState);
io.to(roomId).emit('player-left', socket.id);
io.to(roomId).emit('game-state-updated', gameState);
console.log(`Player ${leavingPlayer.name} left room ${roomId}. ${gameState.players.length} players remaining.`);
}
});
socket.on('disconnect', () => {
const roomId = playerRooms.get(socket.id);
if (roomId) {
const gameState = gameRooms.get(roomId);
if (gameState) {
// Filter out AI players to count only human players
const humanPlayers = gameState.players.filter(p => !p.isAI);
const disconnectedPlayer = gameState.players.find(p => p.id === socket.id);
gameState.players = gameState.players.filter(p => p.id !== socket.id);
playerRooms.delete(socket.id);
if (gameState.players.length === 0) {
gameRooms.delete(roomId);
console.log('Room deleted:', roomId);
} else {
// Check if only one human player remains after disconnect
const remainingHumanPlayers = gameState.players.filter(p => !p.isAI);
if (gameState.gameMode === 'playing' && remainingHumanPlayers.length === 1 && humanPlayers.length > 1) {
// Only one human player left, they win by default
const winner = remainingHumanPlayers[0];
gameState.isGameOver = true;
gameState.winner = winner.id;
gameState.gameMode = 'finished';
console.log(`Player ${winner.name} wins - only player remaining in room ${roomId}`);
}
// Adjust currentPlayerIndex if needed
if (gameState.currentPlayerIndex >= gameState.players.length) {
gameState.currentPlayerIndex = 0;
}
gameRooms.set(roomId, gameState);
io.to(roomId).emit('player-left', socket.id);
io.to(roomId).emit('game-state-updated', gameState);
}
}
}
console.log('Client disconnected:', socket.id);
});
});
server.listen(port, (err) => {
if (err) throw err;
console.log(`> Ready on http://${hostname}:${port}`);
console.log('> Socket.IO server running');
});
});