Estado actual con errores de sintaxis en GameBoard.tsx

This commit is contained in:
Resistencia Dev
2025-12-05 22:07:20 +01:00
commit 8d423ac19d
75 changed files with 2228 additions and 0 deletions

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@tailwind base;
@tailwind components;
@tailwind utilities;
:root {
--foreground-rgb: 0, 0, 0;
--background-start-rgb: 214, 219, 220;
--background-end-rgb: 255, 255, 255;
}
@media (prefers-color-scheme: dark) {
:root {
--foreground-rgb: 255, 255, 255;
--background-start-rgb: 0, 0, 0;
--background-end-rgb: 0, 0, 0;
}
}
body {
color: rgb(var(--foreground-rgb));
background: linear-gradient(
to bottom,
transparent,
rgb(var(--background-end-rgb))
)
rgb(var(--background-start-rgb));
}

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client/src/app/layout.tsx Normal file
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import type { Metadata } from 'next'
import { Inter } from 'next/font/google'
import './globals.css'
const inter = Inter({ subsets: ['latin'] })
export const metadata: Metadata = {
title: 'La Resistencia: WWII',
description: 'Juego de deducción social ambientado en la Segunda Guerra Mundial',
}
export default function RootLayout({
children,
}: {
children: React.ReactNode
}) {
return (
<html lang="es">
<body className={inter.className}>{children}</body>
</html>
)
}

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client/src/app/page.tsx Normal file
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'use client';
import { useState, useEffect } from 'react';
import { useSocket } from '../hooks/useSocket';
import { motion, AnimatePresence } from 'framer-motion';
import Image from 'next/image';
import GameBoard from '../components/GameBoard';
import { GameRoom } from '../../../shared/types';
// Constantes de apellidos
const SURNAMES = [
// Franceses
'Dubois', 'Leroy', 'Moreau', 'Petit', 'Lefebvre', 'Michel', 'Durand',
// Británicos
'Smith', 'Jones', 'Williams', 'Brown', 'Taylor', 'Wilson', 'Evans',
// Americanos
'Miller', 'Davis', 'Garcia', 'Rodriguez', 'Martinez', 'Hernandez'
];
type ViewState = 'login' | 'lobby' | 'game';
export default function Home() {
const { isConnected, gameState, roomsList, actions, socket } = useSocket();
// Estados locales de UI
const [view, setView] = useState<ViewState>('login');
const [playerName, setPlayerName] = useState('');
// El apellido se genera al loguearse
const [fullPlayerName, setFullPlayerName] = useState('');
// UI Create/Join
const [showCreateModal, setShowCreateModal] = useState(false);
const [createConfig, setCreateConfig] = useState({ maxPlayers: 5, password: '' });
const [passwordPromptRoomId, setPasswordPromptRoomId] = useState<string | null>(null);
const [joinPassword, setJoinPassword] = useState('');
// Efecto para cambiar a vista de juego cuando el servidor nos une
useEffect(() => {
if (gameState?.roomId) {
setView('game');
} else if (view === 'game' && !gameState) {
// Si estábamos en juego y volvemos a null, volver al lobby
setView('lobby');
}
}, [gameState]);
const handleLogin = (e: React.FormEvent) => {
e.preventDefault();
if (playerName) {
// Generar apellido aleatorio
const randomSurname = SURNAMES[Math.floor(Math.random() * SURNAMES.length)];
setFullPlayerName(`${playerName} ${randomSurname}`);
setView('lobby');
actions.refreshRooms();
}
};
const handleCreateGame = (e: React.FormEvent) => {
e.preventDefault();
actions.createGame(fullPlayerName, createConfig.maxPlayers, createConfig.password);
setShowCreateModal(false);
};
const requestJoinGame = (room: GameRoom) => {
if (room.isPrivate) {
setPasswordPromptRoomId(room.id);
setJoinPassword('');
} else {
actions.joinGame(room.id, fullPlayerName);
}
};
const submitJoinPassword = () => {
if (passwordPromptRoomId) {
actions.joinGame(passwordPromptRoomId, fullPlayerName, joinPassword);
setPasswordPromptRoomId(null);
}
};
// --- RENDER DE JUEGO O SALA DE ESPERA ---
if (view === 'game' && gameState && socket) {
// ¿Estamos en fase de lobby dentro de la partida?
if (gameState.phase === 'lobby') {
const isHost = gameState.hostId === socket.id;
// Podríamos obtener maxPlayers del array players si no lo tenemos en gameState,
// pero lo ideal sería tenerlo. Por ahora asumimos que si ya estamos dentro,
// sabemos cuantos somos.
// NOTA: GameState no tiene maxPlayers explicitamente, pero podemos deducirlo o añadirlo.
// Por simplicidad, usaremos el length para validar minimo.
return (
<main className="relative min-h-screen flex flex-col items-center justify-center overflow-hidden bg-zinc-900 font-mono text-gray-200">
<div className="absolute inset-0 z-0 opacity-40">
<Image src="/assets/images/ui/bg_game.png" alt="War Room" fill className="object-cover" />
<div className="absolute inset-0 bg-black/70" />
</div>
<div className="z-10 bg-black/80 p-8 rounded border border-white/20 max-w-2xl w-full mx-4 backdrop-blur-md">
<div className="text-center mb-8">
<h2 className="text-3xl font-bold text-yellow-500 mb-2 uppercase tracking-widest">Sala de Espera</h2>
<p className="text-gray-400">Operación en curso. Esperando activación...</p>
</div>
<div className="grid grid-cols-2 gap-4 mb-8">
{gameState.players.map(player => (
<div key={player.id} className="bg-white/5 p-3 rounded flex items-center gap-3 border border-white/10">
<div className={`w-3 h-3 rounded-full ${player.id === socket.id ? 'bg-green-500 shadow-green-500/50 shadow-lg' : 'bg-gray-500'}`} />
<span className={player.id === socket.id ? 'font-bold text-white' : 'text-gray-300'}>
{player.name}
</span>
{player.id === gameState.hostId && (
<span className="text-[10px] bg-yellow-900/50 text-yellow-500 px-2 py-0.5 rounded ml-auto">HOST</span>
)}
</div>
))}
{/* Rellenar huecos vacíos visualmente si quisieramos */}
</div>
<div className="flex flex-col items-center gap-4 border-t border-white/10 pt-6">
{isHost ? (
<>
<p className="text-sm text-gray-400 mb-2">
Jugadores: <span className="text-white font-bold">{gameState.players.length}</span>
{gameState.players.length < 5 && <span className="text-red-400 ml-2">(Mínimo 5 requeridos)</span>}
</p>
<button
onClick={() => actions.startGame()}
disabled={gameState.players.length < 5}
className="w-full max-w-md bg-yellow-600 hover:bg-yellow-500 disabled:bg-gray-700 disabled:cursor-not-allowed text-white font-bold py-4 rounded uppercase tracking-[0.2em] transition-all shadow-lg"
>
INICIAR MISIÓN
</button>
</>
) : (
<div className="text-center animate-pulse">
<p className="text-yellow-500 font-bold uppercase tracking-wider">Esperando al Comandante...</p>
<p className="text-xs text-gray-500 mt-2">La misión comenzará cuando el líder la orden.</p>
</div>
)}
</div>
</div>
</main>
);
}
return (
<GameBoard
gameState={gameState}
currentPlayerId={socket.id}
actions={actions}
/>
);
}
return (
<main className="relative min-h-screen flex flex-col items-center overflow-hidden bg-zinc-900 font-mono text-gray-200">
{/* FONDO COMÚN LOBBY/LOGIN */}
<div className="absolute inset-0 z-0 opacity-40">
<Image
src="/assets/images/ui/bg_lobby.png"
alt="Lobby Background"
fill
className="object-cover"
/>
<div className="absolute inset-0 bg-gradient-to-t from-black via-black/50 to-transparent" />
</div>
{/* HEADER / LOGO */}
<div className="z-10 w-full p-4 flex justify-between items-center max-w-6xl">
<div className="flex items-center gap-4">
<Image src="/assets/images/ui/logo.png" alt="Logo" width={150} height={50} className="object-contain filter drop-shadow hidden md:block" />
<h1 className="text-2xl font-bold tracking-widest uppercase text-yellow-600">
La Resistencia
</h1>
</div>
{view === 'lobby' && (
<div className="flex items-center gap-4 bg-black/50 px-4 py-2 rounded border border-white/10">
<span className="text-sm text-gray-400">AGENTE:</span>
<span className="font-bold text-yellow-500">{fullPlayerName}</span>
</div>
)}
</div>
<div className="z-10 w-full flex-1 flex flex-col items-center justify-center p-4">
<AnimatePresence mode="wait">
{/* --- PANTALLA DE LOGIN --- */}
{view === 'login' && (
<motion.form
key="login-form"
initial={{ opacity: 0, y: 20 }}
animate={{ opacity: 1, y: 0 }}
exit={{ opacity: 0, y: -20 }}
onSubmit={handleLogin}
className="bg-black/80 p-8 rounded border border-white/20 shadow-2xl max-w-md w-full backdrop-blur-md"
>
<h2 className="text-xl text-center mb-6 uppercase tracking-[0.2em] text-white">Identificación</h2>
<div className="space-y-4">
<div>
<label className="text-xs uppercase text-gray-500 block mb-1">Nombre en Clave</label>
<input
required
value={playerName}
onChange={e => setPlayerName(e.target.value)}
className="w-full bg-white/10 border border-white/20 p-3 rounded text-white focus:outline-none focus:border-yellow-500 transition-colors"
placeholder="Ej: Agente"
/>
</div>
{/* APELLIDO ELIMINADO - SE GENERA AUTOMÁTICAMENTE */}
<button
type="submit"
className="w-full bg-yellow-700 hover:bg-yellow-600 text-white font-bold py-3 mt-4 rounded uppercase tracking-wider transition-all"
>
Acceder al Cuartel
</button>
</div>
</motion.form>
)}
{/* --- PANTALLA DE LOBBY (LISTA DE SALAS) --- */}
{view === 'lobby' && (
<motion.div
key="lobby-list"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0 }}
className="w-full max-w-5xl"
>
<div className="flex justify-between items-end mb-6 border-b border-white/20 pb-4">
<div>
<h2 className="text-3xl font-light text-white">MISIONES ACTIVAS</h2>
<p className="text-gray-400 text-sm mt-1">Selecciona una operación o inicia una nueva.</p>
</div>
<button
onClick={() => setShowCreateModal(true)}
className="bg-blue-800 hover:bg-blue-700 text-white px-6 py-2 rounded uppercase text-sm font-bold tracking-wider shadow-lg border border-blue-600 transition-all"
>
+ Crear Operación
</button>
</div>
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-4">
{roomsList.length === 0 ? (
<div className="col-span-full py-20 text-center text-gray-500 bg-black/30 rounded border border-white/5 border-dashed">
No hay misiones activas en este momento.
</div>
) : (
roomsList.map((room) => (
<motion.div
key={room.id}
initial={{ scale: 0.95, opacity: 0 }}
animate={{ scale: 1, opacity: 1 }}
className="bg-black/60 border border-white/10 p-5 rounded hover:border-yellow-700/50 transition-colors group relative overflow-hidden"
>
<div className="absolute top-0 right-0 p-2">
{room.isPrivate ? (
<span title="Privada" className="text-red-400">🔒</span>
) : (
<span title="Pública" className="text-green-400/50">🔓</span>
)}
</div>
<h3 className="text-xl font-bold text-yellow-500 mb-1 group-hover:text-yellow-400 transition-colors">
{room.name}
</h3>
<div className="text-sm text-gray-400 mb-4 flex gap-2">
<span className="bg-white/10 px-2 py-0.5 rounded textxs">
HOST:
</span>
<span className="text-white">{room.hostId.substring(0, 6)}...</span>
</div>
<div className="flex justify-between items-center mt-4">
<div className="flex items-end gap-1">
<span className="text-3xl font-bold text-white">{room.currentPlayers}</span>
<span className="text-sm text-gray-500 mb-1">/ {room.maxPlayers}</span>
</div>
<button
disabled={room.currentPlayers >= room.maxPlayers || room.status !== 'waiting'}
onClick={() => requestJoinGame(room)}
className="bg-white/10 hover:bg-white/20 text-white px-4 py-2 rounded text-xs uppercase font-bold transition-colors disabled:opacity-30 disabled:cursor-not-allowed"
>
{room.status === 'playing' ? 'EN CURSO' : (room.currentPlayers >= room.maxPlayers ? 'LLENA' : 'UNIRSE')}
</button>
</div>
{/* Barra de progreso visual */}
<div className="absolute bottom-0 left-0 h-1 bg-yellow-900/40 w-full">
<div
className="h-full bg-yellow-600 transition-all duration-500"
style={{ width: `${(room.currentPlayers / room.maxPlayers) * 100}%` }}
/>
</div>
</motion.div>
))
)}
</div>
</motion.div>
)}
</AnimatePresence>
</div>
{/* --- MODALES --- */}
{/* Modal Crear */}
{showCreateModal && (
<div className="fixed inset-0 z-50 flex items-center justify-center bg-black/80 backdrop-blur-sm">
<motion.div
initial={{ scale: 0.9 }} animate={{ scale: 1 }}
className="bg-zinc-800 p-6 rounded border border-white/20 w-full max-w-sm shadow-2xl"
>
<h3 className="text-lg font-bold text-white mb-4 uppercase">Configurar Operación</h3>
<form onSubmit={handleCreateGame} className="space-y-4">
<div>
<label className="block text-xs uppercase text-gray-400 mb-1"> Jugadores</label>
<select
value={createConfig.maxPlayers}
onChange={e => setCreateConfig({ ...createConfig, maxPlayers: Number(e.target.value) })}
className="w-full bg-black/40 border border-white/10 p-2 rounded text-white"
>
{[5, 6, 7, 8, 9, 10].map(n => (
<option key={n} value={n}>{n} Jugadores</option>
))}
</select>
</div>
<div>
<label className="block text-xs uppercase text-gray-400 mb-1">Contraseña (Opcional)</label>
<input
type="password"
value={createConfig.password}
onChange={e => setCreateConfig({ ...createConfig, password: e.target.value })}
className="w-full bg-black/40 border border-white/10 p-2 rounded text-white font-mono"
placeholder="Dejar vacío para pública"
/>
</div>
<div className="flex gap-2 mt-6">
<button type="button" onClick={() => setShowCreateModal(false)} className="flex-1 py-2 text-gray-400 hover:text-white transition-colors">Cancelar</button>
<button type="submit" className="flex-1 py-2 bg-yellow-700 hover:bg-yellow-600 text-white rounded font-bold uppercase">Crear</button>
</div>
</form>
</motion.div>
</div>
)}
{/* Modal Password */}
{passwordPromptRoomId && (
<div className="fixed inset-0 z-50 flex items-center justify-center bg-black/80 backdrop-blur-sm">
<motion.div
initial={{ scale: 0.9 }} animate={{ scale: 1 }}
className="bg-zinc-800 p-6 rounded border border-red-900/50 w-full max-w-sm shadow-2xl"
>
<h3 className="text-lg font-bold text-red-400 mb-2 uppercase flex items-center gap-2">
🔒 Acceso Restringido
</h3>
<p className="text-xs text-gray-400 mb-4">Esta operación es clasificada. Introduce la clave de acceso.</p>
<input
type="password"
autoFocus
value={joinPassword}
onChange={e => setJoinPassword(e.target.value)}
onKeyDown={e => e.key === 'Enter' && submitJoinPassword()}
className="w-full bg-black/40 border border-red-900/30 p-2 rounded text-white font-mono mb-4 focus:border-red-500 outline-none"
placeholder="Clave de acceso..."
/>
<div className="flex gap-2">
<button onClick={() => setPasswordPromptRoomId(null)} className="flex-1 py-2 text-gray-400 hover:text-white">Cancelar</button>
<button onClick={submitJoinPassword} className="flex-1 py-2 bg-red-900 hover:bg-red-800 text-white rounded font-bold uppercase">Acceder</button>
</div>
</motion.div>
</div>
)}
<div className="absolute bottom-2 right-4 text-[10px] text-gray-600 font-mono">
{isConnected ? <span className="text-green-900"> CONEXIÓN SEGURA</span> : <span className="text-red-900"> BUSCANDO SEÑAL...</span>}
</div>
</main>
);
}

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import { useState, useEffect } from 'react';
import { motion, AnimatePresence } from 'framer-motion';
import Image from 'next/image';
import { GameState, GamePhase, Player, GAME_CONFIG } from '../../../shared/types';
interface GameBoardProps {
gameState: GameState;
currentPlayerId: string;
actions: any;
}
export default function GameBoard({ gameState, currentPlayerId, actions }: GameBoardProps) {
const [selectedTeam, setSelectedTeam] = useState<string[]>([]);
// Hooks para FASE REVEAL ROLE
const [revealCard, setRevealCard] = useState(false);
// Timer para avanzar automáticamente en REVEAL_ROLE
useEffect(() => {
if (gameState.phase === 'reveal_role' as any) {
const timer = setTimeout(() => {
actions.finishReveal();
}, 10000);
return () => clearTimeout(timer);
}
}, [gameState.phase, actions]);
const currentPlayer = gameState.players.find(p => p.id === currentPlayerId);
const isLeader = currentPlayer?.isLeader;
const config = GAME_CONFIG[gameState.players.length as keyof typeof GAME_CONFIG];
const currentQuestSize = config?.quests[gameState.currentRound - 1];
// Manejar selección de equipo
const toggleTeamSelection = (playerId: string) => {
if (selectedTeam.includes(playerId)) {
setSelectedTeam(selectedTeam.filter(id => id !== playerId));
} else {
if (selectedTeam.length < currentQuestSize) {
setSelectedTeam([...selectedTeam, playerId]);
}
}
};
// Coordenadas porcentuales de los hexágonos de misión en el mapa
const missionCoords = [
{ left: '12%', top: '55%' }, // Misión 1
{ left: '28%', top: '15%' }, // Misión 2
{ left: '52%', top: '25%' }, // Misión 3
{ left: '42%', top: '70%' }, // Misión 4
{ left: '82%', top: '40%' }, // Misión 5
];
// --- UI/Efectos para FASES TEMPRANAS ---
const isHost = gameState.hostId === currentPlayerId;
// FASE INTRO
if (gameState.phase === 'intro' as any) {
return (
<div className="relative w-full h-screen flex flex-col items-center justify-center bg-black overflow-hidden text-white">
<div className="absolute inset-0 z-0">
<Image src="/assets/images/ui/bg_intro.png" alt="Battlefield" fill className="object-cover" />
<div className="absolute inset-0 bg-black/40" />
</div>
<h1 className="z-10 text-5xl font-bold uppercase tracking-[0.3em] mb-8 text-yellow-500 drop-shadow-lg text-center">
Guerra Total
</h1>
{/* Audio Auto-Play */}
<audio
src="/assets/audio/Intro.ogg"
autoPlay
onEnded={() => isHost && actions.finishIntro()}
/>
{isHost && (
<button
onClick={() => actions.finishIntro()}
className="z-10 bg-white/20 hover:bg-white/40 border border-white px-6 py-2 rounded text-sm uppercase tracking-widest backdrop-blur-sm transition-all"
>
Omitir Introducción
</button>
)}
</div>
);
}
// FASE REVEAL ROLE NO HOOKS HERE
if (gameState.phase === 'reveal_role' as any) {
// Determinar imagen basada en el rol
// Mapeo básico:
// Merlin -> good_merlin.png
// Percival -> good_percival.png
// Servant -> good_soldier_X.png (random)
// Assassin -> evil_assassin.png
// Morgana -> evil_morgana.png
// Mordred -> evil_mordred.png
// Oberon -> evil_oberon.png
// Minion -> evil_minion_X.png
let roleImage = '/assets/images/characters/good_soldier_1.png'; // Default
const role = currentPlayer?.role;
if (role === 'merlin') roleImage = '/assets/images/characters/good_merlin.png';
else if (role === 'assassin') roleImage = '/assets/images/characters/evil_assassin.png';
else if (role === 'percival') roleImage = '/assets/images/characters/good_percival.png';
else if (role === 'morgana') roleImage = '/assets/images/characters/evil_morgana.png';
else if (role === 'mordred') roleImage = '/assets/images/characters/evil_mordred.png';
else if (role === 'oberon') roleImage = '/assets/images/characters/evil_oberon.png';
else if (role === 'loyal_servant') {
// Random soldier 1-5
const idx = (currentPlayerId.charCodeAt(0) % 5) + 1;
roleImage = `/assets/images/characters/good_soldier_${idx}.png`;
}
else if (role === 'minion') {
// Random minion 1-3
const idx = (currentPlayerId.charCodeAt(0) % 3) + 1;
roleImage = `/assets/images/characters/evil_minion_${idx}.png`;
}
return (
<div className="relative w-full h-screen flex flex-col items-center justify-center bg-black overflow-hidden text-white font-mono">
{/* FONDO (Mismo que Roll Call) */}
<div className="absolute inset-0 z-0">
<Image src="/assets/images/ui/bg_roll_call.png" alt="Resistance HQ" fill className="object-cover" />
<div className="absolute inset-0 bg-black/70" />
</div>
<div className="z-10 flex flex-col items-center gap-8">
<h2 className="text-2xl uppercase tracking-[0.2em] text-gray-300">
Tu Identidad Secreta
</h2>
<p className="text-sm text-gray-400 mb-4 animate-pulse">
Desliza hacia arriba para revelar
</p>
<div className="relative w-64 h-96 perspective-1000">
{/* Carta Revelada (Fondo) */}
<div className="absolute inset-0 w-full h-full rounded-xl overflow-hidden shadow-2xl border-4 border-yellow-600 bg-gray-900 flex items-center justify-center">
<Image
src={roleImage}
alt="Role"
fill
className="object-cover"
/>
<div className="absolute bottom-0 w-full bg-black/80 text-center py-2 font-bold text-yellow-500 uppercase">
{role?.replace('_', ' ')}
</div>
</div>
{/* Reverso de Carta (Draggable) */}
<motion.div
drag="y"
dragConstraints={{ top: -300, bottom: 0 }}
dragElastic={0.2}
onDragEnd={(e, info) => {
// Reducir umbral a -50 para facilitar
if (info.offset.y < -50) {
setRevealCard(true);
}
}}
whileHover={{ scale: 1.02 }}
whileTap={{ scale: 0.98, cursor: 'grabbing' }}
animate={revealCard ? { y: -1000, opacity: 0 } : { y: 0, opacity: 1 }}
className="absolute inset-0 w-full h-full rounded-xl overflow-hidden shadow-2xl z-20 cursor-grab active:cursor-grabbing hover:ring-2 hover:ring-white/50 transition-all"
>
<Image
src="/assets/images/characters/card_back.png"
alt="Card Back"
fill
className="object-cover pointer-events-none" // Importante: pointer-events-none en la imagen para que no capture el drag
/>
</motion.div>
</div>
</div>
</div>
);
}
// FASE ROLL CALL
if (gameState.phase === 'roll_call' as any) {
return (
<div className="relative w-full h-screen flex flex-col items-center justify-center bg-black overflow-hidden text-white font-mono">
<div className="absolute inset-0 z-0">
<Image src="/assets/images/ui/bg_roll_call.png" alt="Resistance HQ" fill className="object-cover" />
<div className="absolute inset-0 bg-black/70" />
</div>
<div className="z-10 w-full max-w-5xl px-4">
<h2 className="text-3xl text-center mb-12 uppercase tracking-[0.2em] text-gray-300 border-b border-gray-600 pb-4">
Pasando Lista...
</h2>
{isHost && (
<audio
src="/assets/audio/Rondas.ogg"
autoPlay
onEnded={() => actions.finishRollCall()} // Host avanza cuando acaba audio
/>
)}
<div className="grid grid-cols-2 md:grid-cols-3 lg:grid-cols-4 gap-8">
{gameState.players.map((p, i) => {
// Asignar avatar determinista basado en charCode
const avatarIdx = (p.name.length % 3) + 1;
return (
<motion.div
key={p.id}
initial={{ opacity: 0, scale: 0.8 }}
animate={{ opacity: 1, scale: 1 }}
transition={{ delay: i * 0.3 }} // Aparecen uno a uno
className="flex flex-col items-center gap-3"
>
<div className="w-32 h-32 rounded-full border-4 border-gray-400 overflow-hidden relative shadow-2xl bg-black">
<Image
src={`/assets/images/characters/avatar_${avatarIdx}.png`}
alt="Avatar"
fill
className="object-cover grayscale contrast-125"
/>
</div>
<div className="bg-black/80 px-4 py-1 rounded border border-white/20 text-xl font-bold text-yellow-500 uppercase">
{p.name}
</div>
</motion.div>
);
})}
</div>
</div>
</div>
);
}
return (
<div className="relative w-full h-screen flex flex-col items-center overflow-hidden">
<div className="absolute inset-0 z-0 opacity-40">
<Image src="/assets/images/ui/bg_game.png" alt="Game Background" fill className="object-cover" />
<div className="absolute inset-0 bg-black/60" />
</div>
<div className="relative z-10 w-full flex flex-col items-center">
{/* --- MAPA TÁCTICO (TABLERO) --- */}
<div className="relative w-full max-w-5xl aspect-video mt-4 shadow-2xl border-4 border-gray-800 rounded-lg overflow-hidden bg-[#2a2a2a]">
<Image
src="/assets/images/ui/board_map.jpg"
alt="Tactical Map"
fill
className="object-contain"
/>
{/* TOKENS SOBRE EL MAPA */}
{missionCoords.map((coord, idx) => {
const result = gameState.questResults[idx];
const isCurrent = gameState.currentRound === idx + 1;
return (
<div
key={idx}
className="absolute w-[12%] aspect-square flex items-center justify-center transform -translate-x-1/2 -translate-y-1/2"
style={{ left: coord.left, top: coord.top }}
>
{/* Marcador de Ronda Actual */}
{isCurrent && (
<motion.div
layoutId="round-marker"
className="absolute inset-0 z-10"
initial={{ scale: 1.5, opacity: 0 }}
animate={{ scale: 1, opacity: 1 }}
transition={{ type: "spring", stiffness: 300, damping: 20 }}
>
<Image
src="/assets/images/tokens/marker_round.png"
alt="Current Round"
fill
className="object-contain drop-shadow-lg"
/>
</motion.div>
)}
{/* Resultado de Misión (Éxito/Fracaso) */}
{result === true && (
<motion.div
initial={{ scale: 0 }} animate={{ scale: 1 }}
className="absolute inset-0 z-20"
>
<Image src="/assets/images/tokens/marker_score_blue.png" alt="Success" fill className="object-contain drop-shadow-lg" />
</motion.div>
)}
{result === false && (
<motion.div
initial={{ scale: 0 }} animate={{ scale: 1 }}
className="absolute inset-0 z-20"
>
<Image src="/assets/images/tokens/marker_score_red.png" alt="Fail" fill className="object-contain drop-shadow-lg" />
</motion.div>
)}
</div>
);
})}
{/* TRACK DE VOTOS FALLIDOS (Pequeño indicador en la esquina inferior izquierda del mapa) */}
<div className="absolute bottom-[5%] left-[2%] bg-black/60 p-2 rounded border border-white/20">
<div className="text-[10px] text-gray-300 uppercase mb-1 text-center">Votos Rechazados</div>
<div className="flex gap-1">
{[...Array(5)].map((_, i) => (
<div key={i} className={`w-3 h-3 rounded-full border border-gray-500 ${i < gameState.failedVotesCount ? 'bg-red-500' : 'bg-transparent'}`} />
))}
</div>
</div>
</div>
{/* --- ÁREA DE JUEGO (CARTAS Y ACCIONES) --- */}
<div className="flex-1 w-full max-w-6xl relative mt-4 px-4">
<AnimatePresence mode="wait">
{/* FASE: VOTACIÓN DE LÍDER */}
{gameState.phase === 'vote_leader' as any && (
<motion.div
key="vote-leader"
initial={{ opacity: 0, scale: 0.9 }}
animate={{ opacity: 1, scale: 1 }}
className="flex flex-col items-center gap-6"
>
<div className="bg-black/80 p-4 rounded text-white text-center border border-yellow-500/50 relative">
<h3 className="text-xl font-mono mb-2 text-yellow-500 uppercase tracking-widest">
Confirmar Líder
</h3>
<div className="text-2xl font-bold mb-2">
¿Aceptas a <span className="text-yellow-400">{gameState.players.find(p => p.id === gameState.currentLeaderId)?.name}</span> como Líder?
</div>
{/* Timer */}
{!gameState.leaderVotes?.[currentPlayerId] && (
<VotingTimer onTimeout={() => actions.voteLeader(null)} />
)}
</div>
{gameState.leaderVotes?.[currentPlayerId] === undefined ? (
<div className="flex gap-8">
<button onClick={() => actions.voteLeader(true)} className="group">
<div className="w-40 h-60 bg-white rounded-lg shadow-xl flex items-center justify-center border-4 border-transparent group-hover:border-green-500 transition-all transform group-hover:-translate-y-4 relative overflow-hidden">
<Image src="/assets/images/tokens/accept_leader.png" alt="Accept Leader" fill className="object-contain" />
</div>
<span className="block text-center text-white mt-2 font-bold bg-green-600 px-2 rounded uppercase tracking-widest">ACEPTAR</span>
</button>
<button onClick={() => actions.voteLeader(false)} className="group">
<div className="w-40 h-60 bg-white rounded-lg shadow-xl flex items-center justify-center border-4 border-transparent group-hover:border-red-500 transition-all transform group-hover:-translate-y-4 relative overflow-hidden">
<Image src="/assets/images/tokens/deny_leader.png" alt="Deny Leader" fill className="object-contain" />
</div>
<span className="block text-center text-white mt-2 font-bold bg-red-600 px-2 rounded uppercase tracking-widest">RECHAZAR</span>
</button>
</div>
) : (
<div className="text-white text-xl font-mono animate-pulse bg-black/50 px-6 py-3 rounded-full border border-white/20">
VOTO REGISTRADO. ESPERANDO AL RESTO...
</div>
)}
</motion.div>
)}
{/* FASE: CONSTRUCCIÓN DE EQUIPO */}
{gameState.phase === GamePhase.TEAM_BUILDING && (
<motion.div
key="team-building"
initial={{ opacity: 0, y: 20 }}
animate={{ opacity: 1, y: 0 }}
exit={{ opacity: 0, y: -20 }}
className="bg-paper-bg text-black p-6 rounded shadow-2xl rotate-1 max-w-md w-full text-center"
>
<h2 className="text-2xl font-bold font-mono mb-2 uppercase text-resistance-blue">
{isLeader ? 'TU TURNO: ELIGE EQUIPO' : `ESPERANDO AL LÍDER...`}
</h2>
<p className="mb-4 font-serif italic text-gray-700">
Se necesitan <span className="font-bold text-red-700">{currentQuestSize} agentes</span> para esta misión.
</p>
{isLeader && (
<button
onClick={() => actions.proposeTeam(selectedTeam)}
disabled={selectedTeam.length !== currentQuestSize}
className="w-full bg-resistance-blue text-white font-bold py-3 px-4 rounded hover:bg-blue-900 transition-colors disabled:opacity-50 disabled:cursor-not-allowed uppercase tracking-widest"
>
Proponer Equipo
</button>
)}
</motion.div>
)}
{/* FASE: VOTACIÓN DE EQUIPO */}
{gameState.phase === GamePhase.VOTING_TEAM && (
<motion.div
key="voting"
initial={{ scale: 0.8, opacity: 0 }}
animate={{ scale: 1, opacity: 1 }}
className="flex flex-col items-center gap-6"
>
<div className="bg-black/80 p-4 rounded text-white text-center border border-white/20">
<h3 className="text-xl font-mono mb-2 text-yellow-500">PROPUESTA DE MISIÓN</h3>
<div className="flex gap-2 justify-center">
{gameState.proposedTeam.map(id => {
const p = gameState.players.find(pl => pl.id === id);
return (
<div key={id} className="bg-white/10 px-3 py-1 rounded text-sm">
{p?.name}
</div>
);
})}
</div>
</div>
{!currentPlayer?.hasVoted ? (
<div className="flex gap-8">
<button onClick={() => actions.voteTeam(true)} className="group">
<div className="w-32 h-48 bg-white rounded-lg shadow-xl flex items-center justify-center border-4 border-transparent group-hover:border-green-500 transition-all transform group-hover:-translate-y-4">
<Image src="/assets/images/tokens/vote_approve.png" alt="Approve" width={100} height={100} />
</div>
<span className="block text-center text-white mt-2 font-bold bg-green-600 px-2 rounded">APROBAR</span>
</button>
<button onClick={() => actions.voteTeam(false)} className="group">
<div className="w-32 h-48 bg-white rounded-lg shadow-xl flex items-center justify-center border-4 border-transparent group-hover:border-red-500 transition-all transform group-hover:-translate-y-4">
<Image src="/assets/images/tokens/vote_reject.png" alt="Reject" width={100} height={100} />
</div>
<span className="block text-center text-white mt-2 font-bold bg-red-600 px-2 rounded">RECHAZAR</span>
</button>
</div>
) : (
<div className="text-white text-xl font-mono animate-pulse">
VOTO REGISTRADO. ESPERANDO AL RESTO...
</div>
)}
</motion.div>
)}
{/* FASE: MISIÓN */}
{gameState.phase === GamePhase.MISSION && (
<motion.div key="mission" className="text-center">
{gameState.proposedTeam.includes(currentPlayerId) ? (
<div className="flex flex-col items-center gap-6">
<h2 className="text-3xl font-bold text-white mb-4 drop-shadow-lg">¡ESTÁS EN LA MISIÓN!</h2>
<div className="flex gap-8">
<button onClick={() => actions.voteMission(true)} className="group">
<div className="w-40 h-60 bg-blue-900 rounded-lg shadow-2xl border-2 border-blue-400 flex flex-col items-center justify-center p-4 transform transition-transform hover:scale-105">
<Image src="/assets/images/tokens/mission_success.png" alt="Success" width={120} height={120} />
<span className="mt-4 text-blue-200 font-bold tracking-widest">ÉXITO</span>
</div>
</button>
{/* Solo los malos pueden sabotear */}
{currentPlayer?.faction === 'spies' && (
<button onClick={() => actions.voteMission(false)} className="group">
<div className="w-40 h-60 bg-red-900 rounded-lg shadow-2xl border-2 border-red-400 flex flex-col items-center justify-center p-4 transform transition-transform hover:scale-105">
<Image src="/assets/images/tokens/mission_fail.png" alt="Fail" width={120} height={120} />
<span className="mt-4 text-red-200 font-bold tracking-widest">SABOTAJE</span>
</div>
</button>
)}
</div>
</div>
) : (
<div className="text-white text-2xl font-mono bg-black/50 p-6 rounded">
La misión está en curso...<br />
<span className="text-sm text-gray-400">Rezando por el éxito.</span>
</div>
)}
</motion.div>
)}
{/* FASE: REVELACIÓN DE CARTAS */}
{gameState.phase === 'mission_reveal' as any && (
<MissionReveal
votes={gameState.revealedVotes || []}
onComplete={() => isHost && actions.finishMissionReveal()}
/>
)}
{/* FASE: RESULTADO DE MISIÓN */}
{gameState.phase === 'mission_result' as any && (
<MissionResult
gameState={gameState}
onContinue={() => isHost && actions.finishMissionResult()}
/>
)}
</AnimatePresence>
</div>
{/* JUGADORES (TIENDA DE CAMPAÑA) */}
<div className="z-10 w-full overflow-x-auto pb-4">
<div className="flex justify-center gap-4 min-w-max px-4">
{gameState.players.map((player) => {
const isSelected = selectedTeam.includes(player.id);
const isMe = player.id === currentPlayerId;
// Avatar logic
const avatarSrc = `/assets/images/characters/${player.avatar}`;
return (
<div
key={player.id}
onClick={() => isLeader && gameState.phase === GamePhase.TEAM_BUILDING && toggleTeamSelection(player.id)}
className={`
relative flex flex-col items-center cursor-pointer transition-all duration-300
${isSelected ? 'scale-110' : 'scale-100 opacity-80 hover:opacity-100'}
`}
>
{/* Avatar */}
<div className={`
w-16 h-16 rounded-full border-2 overflow-hidden relative shadow-lg bg-black
${isSelected ? 'border-yellow-400 ring-4 ring-yellow-400/30' : 'border-gray-400'}
${player.isLeader ? 'ring-2 ring-white' : ''}
`}>
<Image
src={avatarSrc}
alt={player.name}
fill
className="object-cover"
/>
{/* Icono de Líder */}
{player.isLeader && (
<div className="absolute bottom-0 right-0 bg-yellow-500 rounded-full p-1 w-6 h-6 flex items-center justify-center text-xs text-black font-bold border border-white z-10">
L
</div>
)}
</div>
{/* Nombre */}
<span className={`mt-2 text-xs font-mono px-2 py-0.5 rounded ${isMe ? 'bg-blue-600 text-white' : 'bg-black/50 text-gray-300'}`}>
{player.name}
</span>
);
})}
</div>
</div>
{/* HISTÓRICO DE MISIONES (Esquina superior derecha) */}
{gameState.missionHistory.length > 0 && (
<div className="absolute top-4 right-4 bg-black/80 p-3 rounded-lg border border-white/20 backdrop-blur-sm">
<div className="text-[10px] text-gray-400 uppercase mb-2 text-center font-bold tracking-wider">Historial</div>
<div className="flex gap-2">
{gameState.missionHistory.map((mission, idx) => (
<div
key={idx}
className={`w-8 h-8 rounded-full flex items-center justify-center text-xs font-bold border-2 ${
mission.isSuccess
? 'bg-blue-600 border-blue-400 text-white'
: 'bg-red-600 border-red-400 text-white'
}`}
title={`Misión ${mission.round}: ${mission.isSuccess ? 'Éxito' : 'Fracaso'} (${mission.successes}${mission.fails}✗)`}
>
{mission.round}
</div>
))}
</div>
</div>
)}
</div>
</div>
);
}
// Subcomponente para el Timer de Votación
function VotingTimer({ onTimeout }: { onTimeout: () => void }) {
const [timeLeft, setTimeLeft] = useState(10);
useEffect(() => {
if (timeLeft <= 0) {
onTimeout();
return;
}
const interval = setInterval(() => setTimeLeft(t => t - 1), 1000);
return () => clearInterval(interval);
}, [timeLeft, onTimeout]);
return (
<div className="absolute top-4 right-4 bg-red-600/80 text-white w-16 h-16 rounded-full flex items-center justify-center border-4 border-red-400 animate-pulse text-2xl font-bold font-mono">
{timeLeft}
</div>
);
}
// Componente para revelar cartas una a una
function MissionReveal({ votes, onComplete }: { votes: boolean[], onComplete: () => void }) {
const [revealedCount, setRevealedCount] = useState(0);
useEffect(() => {
if (revealedCount < votes.length) {
const timer = setTimeout(() => {
setRevealedCount(c => c + 1);
}, 2000); // 2 segundos entre carta y carta
return () => clearTimeout(timer);
} else if (revealedCount === votes.length && votes.length > 0) {
// Todas reveladas, esperar 2s más y avanzar
const timer = setTimeout(() => {
onComplete();
}, 2000);
return () => clearTimeout(timer);
}
}, [revealedCount, votes.length, onComplete]);
return (
<motion.div
key="mission-reveal"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
className="flex flex-col items-center gap-8"
>
<h2 className="text-3xl font-bold text-white uppercase tracking-widest">
Revelando Votos...
</h2>
<div className="flex gap-4 flex-wrap justify-center">
{votes.slice(0, revealedCount).map((vote, idx) => (
<motion.div
key={idx}
initial={{ scale: 0, rotateY: 180 }}
animate={{ scale: 1, rotateY: 0 }}
transition={{ type: "spring", stiffness: 200 }}
className="relative w-32 h-48"
>
<Image
src={vote ? "/assets/images/tokens/mission_success.png" : "/assets/images/tokens/mission_fail.png"}
alt={vote ? "Éxito" : "Sabotaje"}
fill
className="object-contain drop-shadow-2xl"
/>
</motion.div>
))}
</div>
<div className="text-white text-lg font-mono">
{revealedCount} / {votes.length} cartas reveladas
</div>
</motion.div>
);
}
// Componente para mostrar el resultado de la misión
function MissionResult({ gameState, onContinue }: { gameState: any, onContinue: () => void }) {
const currentMission = gameState.missionHistory[gameState.missionHistory.length - 1];
const isHost = gameState.hostId === gameState.players[0]?.id; // Simplificado
useEffect(() => {
// Auto-avanzar después de 5 segundos
const timer = setTimeout(() => {
onContinue();
}, 5000);
return () => clearTimeout(timer);
}, [onContinue]);
if (!currentMission) return null;
const { isSuccess, successes, fails, team, round } = currentMission;
return (
<motion.div
key="mission-result"
initial={{ scale: 0.8, opacity: 0 }}
animate={{ scale: 1, opacity: 1 }}
exit={{ scale: 0.8, opacity: 0 }}
className="flex flex-col items-center gap-6 p-8 bg-black/90 rounded-xl border-4 max-w-2xl mx-auto"
style={{ borderColor: isSuccess ? '#3b82f6' : '#ef4444' }}
>
{/* Título */}
<div className="text-center">
<h2 className="text-5xl font-bold mb-2 uppercase tracking-widest" style={{ color: isSuccess ? '#3b82f6' : '#ef4444' }}>
{isSuccess ? '✓ MISIÓN EXITOSA' : '✗ MISIÓN FALLIDA'}
</h2>
<p className="text-gray-400 text-lg">Misión #{round}</p>
</div>
{/* Estadísticas */}
<div className="flex gap-8 text-center">
<div className="bg-blue-900/30 p-4 rounded-lg border border-blue-500/50">
<div className="text-4xl font-bold text-blue-400">{successes}</div>
<div className="text-sm text-gray-300 uppercase">Éxitos</div>
</div>
<div className="bg-red-900/30 p-4 rounded-lg border border-red-500/50">
<div className="text-4xl font-bold text-red-400">{fails}</div>
<div className="text-sm text-gray-300 uppercase">Sabotajes</div>
</div>
</div>
{/* Equipo */}
<div className="w-full">
<h3 className="text-xl text-white mb-3 text-center uppercase tracking-wider">Equipo de Misión:</h3>
<div className="flex gap-3 justify-center flex-wrap">
{team.map((playerId: string) => {
const player = gameState.players.find((p: any) => p.id === playerId);
return (
<div key={playerId} className="bg-white/10 px-4 py-2 rounded-full border border-white/20 text-white text-sm font-mono">
{player?.name || 'Desconocido'}
</div>
);
})}
</div>
</div>
{/* Mensaje */}
<div className="text-center text-gray-300 text-sm animate-pulse">
Continuando en breve...
</div>
</motion.div>
);
}

View File

@@ -0,0 +1,109 @@
import { useEffect, useState } from 'react';
import { io, Socket } from 'socket.io-client';
import { GameState, Player } from '../../../shared/types';
const SOCKET_URL = process.env.NEXT_PUBLIC_API_URL || 'http://localhost:4000';
export const useSocket = () => {
const [socket, setSocket] = useState<Socket | null>(null);
const [gameState, setGameState] = useState<GameState | null>(null);
const [isConnected, setIsConnected] = useState(false);
const [roomsList, setRoomsList] = useState<any[]>([]);
useEffect(() => {
const socketInstance = io(SOCKET_URL);
socketInstance.on('connect', () => {
console.log('Conectado al servidor');
setIsConnected(true);
});
socketInstance.on('disconnect', () => {
console.log('Desconectado del servidor');
setIsConnected(false);
});
socketInstance.on('game_state', (newState: GameState) => {
console.log('Nuevo estado del juego:', newState);
setGameState(newState);
});
socketInstance.on('rooms_list', (rooms: any[]) => {
console.log('Lista de salas actualizada:', rooms);
setRoomsList(rooms);
});
// Manejar propio unirse a partida
socketInstance.on('game_joined', ({ roomId, state }) => {
setGameState(state);
// Podríamos guardar el roomId en localStorage o similar si quisiéramos persistencia
});
socketInstance.on('error', (msg: string) => {
alert(msg); // Simple error handling for now
});
setSocket(socketInstance);
return () => {
socketInstance.disconnect();
};
}, []);
// Funciones helper para enviar acciones
const createGame = (hostName: string, maxPlayers: number, password?: string) => {
socket?.emit('create_game', { hostName, maxPlayers, password });
};
const joinGame = (roomId: string, playerName: string, password?: string) => {
socket?.emit('join_game', { roomId, playerName, password });
};
const refreshRooms = () => {
socket?.emit('get_rooms');
};
const startGame = () => {
socket?.emit('start_game', { roomId: gameState?.roomId });
};
const proposeTeam = (teamIds: string[]) => {
socket?.emit('propose_team', { roomId: gameState?.roomId, teamIds });
};
const voteTeam = (approve: boolean) => {
socket?.emit('vote_team', { roomId: gameState?.roomId, approve });
};
const voteMission = (success: boolean) => {
socket?.emit('vote_mission', { roomId: gameState?.roomId, success });
};
const assassinKill = (targetId: string) => {
socket?.emit('assassin_kill', { roomId: gameState?.roomId, targetId });
};
return {
socket,
isConnected,
gameState,
roomsList,
actions: {
createGame,
joinGame,
refreshRooms,
startGame,
proposeTeam,
voteTeam,
voteMission,
voteLeader: (approve: boolean | null) => socket?.emit('vote_leader', { roomId: gameState?.roomId, approve }),
assassinKill,
finishIntro: () => socket?.emit('finish_intro', { roomId: gameState?.roomId }),
finishReveal: () => socket?.emit('finish_reveal', { roomId: gameState?.roomId }),
finishRollCall: () => socket?.emit('finish_roll_call', { roomId: gameState?.roomId }),
finishMissionReveal: () => socket?.emit('finish_reveal', { roomId: gameState?.roomId }),
finishMissionResult: () => socket?.emit('finish_mission_result', { roomId: gameState?.roomId })
}
};
};