Cambios principales: - Tablero ahora muestra 5 categorías aleatorias (de 8 disponibles) - Pool de 200 preguntas (8 cats × 5 diffs × 5 opciones) - Preguntas rotan aleatoriamente entre partidas - Diseño mejorado estilo Jeopardy con efectos visuales - Socket singleton para conexión persistente - Nuevos sonidos: game_start, player_join, question_reveal, hover, countdown - Control de volumen vertical - Barra de progreso del timer en modal de preguntas - Animaciones mejoradas con Framer Motion Backend: - question_service: selección aleatoria de 5 categorías - room_manager: fix retorno de create_room - game_events: carga board desde DB, await en enter_room Frontend: - Game.tsx: tablero dinámico, efectos hover, mejor scoreboard - useSocket: singleton service, eventos con sonidos - SoundControl: slider vertical - soundStore: 5 nuevos efectos de sonido Co-Authored-By: Claude <noreply@anthropic.com>
149 lines
5.4 KiB
TypeScript
149 lines
5.4 KiB
TypeScript
import { create } from 'zustand'
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import { persist } from 'zustand/middleware'
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import type { ThemeName } from '../types'
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export type SoundEffect =
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| 'correct'
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| 'incorrect'
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| 'steal'
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| 'timer_tick'
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| 'timer_urgent'
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| 'victory'
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| 'defeat'
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| 'select'
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| 'game_start'
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| 'player_join'
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| 'question_reveal'
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| 'hover'
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| 'countdown'
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interface SoundState {
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volume: number
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muted: boolean
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soundsLoaded: boolean
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currentLoadedTheme: ThemeName | null
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setVolume: (volume: number) => void
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setMuted: (muted: boolean) => void
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toggleMute: () => void
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setSoundsLoaded: (loaded: boolean) => void
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setCurrentLoadedTheme: (theme: ThemeName | null) => void
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}
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export const useSoundStore = create<SoundState>()(
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persist(
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(set) => ({
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volume: 0.7,
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muted: false,
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soundsLoaded: false,
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currentLoadedTheme: null,
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setVolume: (volume) => set({ volume: Math.max(0, Math.min(1, volume)) }),
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setMuted: (muted) => set({ muted }),
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toggleMute: () => set((state) => ({ muted: !state.muted })),
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setSoundsLoaded: (soundsLoaded) => set({ soundsLoaded }),
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setCurrentLoadedTheme: (currentLoadedTheme) => set({ currentLoadedTheme }),
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}),
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{
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name: 'trivia-sound',
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partialize: (state) => ({ volume: state.volume, muted: state.muted }),
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}
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)
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)
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// Sound file paths per theme
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// All themes share the same base sounds but can be customized per theme
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export const soundPaths: Record<ThemeName, Record<SoundEffect, string>> = {
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drrr: {
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correct: '/sounds/drrr/correct.mp3',
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incorrect: '/sounds/drrr/incorrect.mp3',
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steal: '/sounds/drrr/steal.mp3',
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timer_tick: '/sounds/drrr/tick.mp3',
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timer_urgent: '/sounds/drrr/urgent.mp3',
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victory: '/sounds/drrr/victory.mp3',
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defeat: '/sounds/drrr/defeat.mp3',
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select: '/sounds/drrr/select.mp3',
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game_start: '/sounds/drrr/game_start.mp3',
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player_join: '/sounds/drrr/player_join.mp3',
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question_reveal: '/sounds/drrr/question_reveal.mp3',
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hover: '/sounds/drrr/hover.mp3',
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countdown: '/sounds/drrr/countdown.mp3',
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},
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retro: {
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correct: '/sounds/retro/correct.mp3',
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incorrect: '/sounds/retro/incorrect.mp3',
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steal: '/sounds/retro/steal.mp3',
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timer_tick: '/sounds/retro/tick.mp3',
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timer_urgent: '/sounds/retro/urgent.mp3',
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victory: '/sounds/retro/victory.mp3',
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defeat: '/sounds/retro/defeat.mp3',
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select: '/sounds/retro/select.mp3',
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game_start: '/sounds/retro/game_start.mp3',
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player_join: '/sounds/retro/player_join.mp3',
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question_reveal: '/sounds/retro/question_reveal.mp3',
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hover: '/sounds/retro/hover.mp3',
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countdown: '/sounds/retro/countdown.mp3',
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},
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minimal: {
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correct: '/sounds/minimal/correct.mp3',
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incorrect: '/sounds/minimal/incorrect.mp3',
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steal: '/sounds/minimal/steal.mp3',
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timer_tick: '/sounds/minimal/tick.mp3',
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timer_urgent: '/sounds/minimal/urgent.mp3',
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victory: '/sounds/minimal/victory.mp3',
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defeat: '/sounds/minimal/defeat.mp3',
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select: '/sounds/minimal/select.mp3',
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game_start: '/sounds/minimal/game_start.mp3',
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player_join: '/sounds/minimal/player_join.mp3',
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question_reveal: '/sounds/minimal/question_reveal.mp3',
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hover: '/sounds/minimal/hover.mp3',
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countdown: '/sounds/minimal/countdown.mp3',
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},
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rgb: {
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correct: '/sounds/rgb/correct.mp3',
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incorrect: '/sounds/rgb/incorrect.mp3',
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steal: '/sounds/rgb/steal.mp3',
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timer_tick: '/sounds/rgb/tick.mp3',
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timer_urgent: '/sounds/rgb/urgent.mp3',
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victory: '/sounds/rgb/victory.mp3',
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defeat: '/sounds/rgb/defeat.mp3',
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select: '/sounds/rgb/select.mp3',
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game_start: '/sounds/rgb/game_start.mp3',
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player_join: '/sounds/rgb/player_join.mp3',
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question_reveal: '/sounds/rgb/question_reveal.mp3',
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hover: '/sounds/rgb/hover.mp3',
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countdown: '/sounds/rgb/countdown.mp3',
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},
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anime: {
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correct: '/sounds/anime/correct.mp3',
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incorrect: '/sounds/anime/incorrect.mp3',
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steal: '/sounds/anime/steal.mp3',
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timer_tick: '/sounds/anime/tick.mp3',
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timer_urgent: '/sounds/anime/urgent.mp3',
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victory: '/sounds/anime/victory.mp3',
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defeat: '/sounds/anime/defeat.mp3',
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select: '/sounds/anime/select.mp3',
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game_start: '/sounds/anime/game_start.mp3',
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player_join: '/sounds/anime/player_join.mp3',
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question_reveal: '/sounds/anime/question_reveal.mp3',
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hover: '/sounds/anime/hover.mp3',
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countdown: '/sounds/anime/countdown.mp3',
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},
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}
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// Fallback sounds using Web Audio API generated tones
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// These are used when actual sound files are not available
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export const fallbackSoundConfigs: Record<SoundEffect, { frequency: number; duration: number; type: OscillatorType }> = {
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correct: { frequency: 880, duration: 0.15, type: 'sine' },
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incorrect: { frequency: 220, duration: 0.3, type: 'square' },
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steal: { frequency: 660, duration: 0.2, type: 'sawtooth' },
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timer_tick: { frequency: 440, duration: 0.05, type: 'sine' },
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timer_urgent: { frequency: 880, duration: 0.1, type: 'square' },
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victory: { frequency: 523, duration: 0.5, type: 'sine' },
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defeat: { frequency: 196, duration: 0.5, type: 'sine' },
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select: { frequency: 600, duration: 0.08, type: 'sine' },
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game_start: { frequency: 440, duration: 0.4, type: 'sine' },
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player_join: { frequency: 520, duration: 0.12, type: 'sine' },
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question_reveal: { frequency: 700, duration: 0.2, type: 'triangle' },
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hover: { frequency: 400, duration: 0.03, type: 'sine' },
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countdown: { frequency: 600, duration: 0.15, type: 'square' },
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}
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