- 30 May, 2026 21 commits
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Mahmoud Aglan authored
Both bot games and live multiplayer games now show a gold "تحليل اللعبة" button in the result overlay that navigates to /analysis?id={gameId}. Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Both sides now use ♚♛♜♝♞♟ (solid filled shapes). White: color #fff + 1px #555 stroke = solid white with dark outline Black: color #222 + 1px #000 stroke = solid dark with black outline Both look equally solid/filled, just different colors. Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Coordinates now inside squares with contrasting colors: - Rank numbers: top-left of left column, alternating light/dark - File letters: bottom-right of bottom row, alternating dark/light - No separate border/padding needed - Board: no thick border, just subtle shadow - Clean minimal look matching Chess.com mobile Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
- White pieces: 0.5px #444 stroke (subtler outline, looks more solid) - Coordinates: moved outside board (bottom -22px, left -20px) - Coords larger (12px), centered, light grey (#aaa) - Board wrapper: padding for coord space (22px left, 22px bottom) Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
White: #fff fill + 1px #666 stroke (solid white with grey outline) Black: #000 fill, no stroke (solid black like reference) Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
White pieces: color #fff with 1px dark stroke (filled white, visible outline) Black pieces: color #333 with thin stroke (solid dark, like reference) Both use paint-order: stroke fill for proper rendering. Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Black pieces now color: #222 with stroke, white pieces color: #fff. Gives clear visual distinction between sides. Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Board colors changed to Chess.com-style green: - Light squares: #EBECD0 (cream/beige) - Dark squares: #779556 (olive green) - Selected: yellow highlight - Last move: yellow tint Board frame: - Dark border (3px #3d3d3d) - Deeper shadow for elevation - 6px border-radius Pieces: - Larger font-size (62px max) - Drop-shadow filter for 3D depth - Hover scale effect (1.05x) - Removed pulsing animation on legal moves (static dots like Chess.com) Highlights: - Stronger check glow (red inset shadow) - Clean static legal move dots (no pulse) - Capture ring slightly larger (88%) Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
- Board tiles: 56x28 base (was 48x24), 60x30 on desktop - Board area: max-height 400px, stops giant green void - Pips: 4px base, 5px desktop for readability - Hand tiles: more gap (6px), more padding - Mobile: tiles 44x22 (was 38x19) Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Smart behaviors: - Auto-roll dice at start of each turn - If only one move exists for a piece, execute immediately on tap - If only one complete sequence possible, auto-execute entire turn - Auto-end turn when no moves remain - Movable pieces highlighted with golden glow (tap targets) - Tap piece → valid destinations highlighted → tap destination → done - Undo button for unlimited undo before turn ends UX flow: 1. Dice auto-roll 2. Movable sources highlighted 3. Tap source → if single destination, auto-move 4. If multiple destinations → show targets → tap one 5. Repeat until dice exhausted 6. Turn auto-ends Minimal taps, zero rules knowledge needed, fast animations. Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
- Board: fixed 580px width (680px on large screens), aspect-ratio 1.4:1 - Checkers: 32px (36px large screens) - Layout: centered with gap, not stretched - Page container: 960px max (not 100%) - No more viewport-filling nonsense Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
The app's .main-inner has max-width: 600px globally. Added !important override on game pages so the board can expand to full available width. Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
max-height: calc(100vh - 150px) ensures board fills available height, aspect-ratio 1.5:1 derives width from that. Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Real backgammon boards are wider than tall. Board now uses width:100% with aspect-ratio 1.45/1, expanding to fill available horizontal space. Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Height set to min(calc(100vh - 160px), 680px) with aspect-ratio driving the width. On 900px screen = 740px height = fills viewport. Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Board was overflowing horizontally because height-driven sizing made it wider than viewport. Now uses max-width: calc(100vw - 340px) with aspect-ratio 1.4/1 so it fills width and height follows proportionally. Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
- Board height: calc(100vh - 180px) — uses full screen height - Layout height: calc(100vh - 70px) with overflow hidden - Removed max-width constraint, now aspect-ratio + height drive size - Board dominates viewport instead of floating in a small box - Large screens: max-height 750px Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
getAllMovesForDice was returning moves without dieUsed, causing "(undefined)" in bot move log messages. Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
- Board max-width: min(780px, calc(100vh - 160px)) instead of 640px - Layout max-width: 1200px instead of 900px - Checkers: 38px base, 42px on large screens - Dice: 60px on large screens - Player bars match board width - Board fills available viewport height Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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- 29 May, 2026 11 commits
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Mahmoud Aglan authored
Game Controller (backgammon-game.js) rewrite: - Fix selection: click same piece to deselect, click another to swap - Bar enforcement: must enter from bar first with clear message - Auto-pass when no moves remain for unused dice - Bot waiting status message visible during thinking - Opening roll shows clear "your turn" status with dice values - Pass button action for truly stuck positions - Smart move validation with proper die tracking - Individual bot move logging - Source validation: only select pieces that have moves UI (backgammon-ui.js) rewrite: - setSelected directly applies DOM classes (no render cycle needed) - Status text system: guides player ("Select piece", "Choose target") - Movable checkers highlighted with golden ring when it's your turn - Dice remaining indicator text below dice - Pass/skip button shown when stuck - Active player gold border highlight - Tap feedback animation - Hover preview on valid targets - New game button in result overlay - Valid target points show dashed circle indicator CSS additions: - .bg-point--clickable with gold ring on top checker - .bg-point--hover-preview green tint - .bg-move-flash animation - .bg-status, .bg-pass-btn, .bg-dice-remaining styles - .bg-new-game-btn in overlay - Valid point dashed circle indicator Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
- Added gap: 4px between 3x3 grid cells - Added place-items: center for proper dot centering - Reduced dot size to 10px for better proportion with gaps - Removed margin: auto (place-items handles centering) - Increased border-radius to 12px for rounder dice Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
- Deeper board shadow + border + 12px corners - Warmer path cells (#faf8f4) with subtle 0.5px grid - Gold safe stars with glow, larger and bolder - Start cells use gradients, home entrance directional gradients - Base corners: radial gradients with depth - Warmer base-inner (#fffef8) with deeper shadows - Pieces: radial gradient 3D look, larger (5.8%), smoother movement - Stronger highlight pulse + brightness filter - Center triangles doubled in size (100px borders) - Dice: larger (72px), warm glow, bigger dots (12px) - Roll button: larger padding, gold glow shadow - Player cards: box-shadow, 12px radius, stronger active glow - Board wrapper: 520px max for bigger desktop board - More dramatic piece-land bounce animation Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
- Taller triangles (85% height), wider with pointed tips - Board felt gradient + inner shadow for depth - Thicker wood frame (10px) with grain color - Checker ring detail via radial gradient - Tighter stacking overlap (-10px), larger checkers (34px) - Narrower bar (6%), textured gradient - Larger dice (56px) with warm border - Side panel background + wider (240px) - Gold turn indicator border, active glow - Point hover effect, smooth transitions - Dice pair wrapper, count badge pill style - Middle divider between board halves - Borne-off positioned outside frame Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
- Wrap checkers in .bg-checkers-stack div for proper flex stacking - Fix dice class names (bg-die → bg-dice) to match CSS - Fix player info class names to match page HTML - Make board taller (aspect-ratio 1.2/1), checkers smaller (32px) - Fix borne-off tray positioning - Add result overlay styles Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Complete backgammon (طاولة) implementation: - 24-point board with bar, bearing off, doubling cube - Bot AI: easy (random), medium (heuristic), hard (positional eval) - Local pass-and-play + VS bot + online matchmaking + private rooms - Server-side move validation, opening roll, gammon/backgammon detection - Supabase Realtime WebSocket for multiplayer - Responsive CSS with wood-grain board, triangle points, stacking checkers Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Measured actual slot center coordinates from the rendered DOM instead of calculating from CSS math. Fixes piece-to-slot misalignment. Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Derived slot positions mathematically from CSS layout: - Base: 6x6 grid cells, inner circle: 72%, padding: 16%, gap: 12% - Slot centers at 30%/70% of inner circle on each axis Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
- P3/P4 base coordinates restored to proper center (12.5) offset - Added domino to gameRoutes so it shows play button instead of coming soon - Fixed icon/cover class keys from "dominoes" to "domino" to match DB Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Pull pieces inward toward base center so they sit properly within the white circle slots instead of near the edges. Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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- 28 May, 2026 2 commits
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Mahmoud Aglan authored
- Dice: white background with gold border, shadow for contrast against dark panel - Dice dots: fixed-size black circles with proper centering using margin:auto - Dice: removed gap, increased padding so dots align in clean 3x3 grid like real dice - Base inner circle: white background instead of dark, proper shadow depth - Piece positions: recentered within base quadrants (was offset toward top-left) - Pieces: slightly larger, white border + highlight shadow for better visibility Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Complete dominoes integration with formal tournament rules: - Double-six set (28 tiles), spinner rule (first double = 4-way branch) - 2-player Draw Game (draw from boneyard when blocked, first to 100) - 4-player Teams Block Game (pass when blocked, first to 150) - All modes: local pass-and-play, VS bot (easy/medium/hard), online matchmaking, private rooms - Full server-side validation (api/domino.php — play/draw/pass/round/match lifecycle) - Bot AI with 3 difficulty levels (random, greedy-pip, strategic with opponent tracking) - Supabase Realtime multiplayer via WebSocket - CSS pip rendering, board layout with 4 directions, responsive tiles - Database: domino_matches, domino_queue, RLS policies, game_plugins entry Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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- 27 May, 2026 6 commits
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Mahmoud Aglan authored
Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
- api/game.php: ELO rating update after bot games (K-factor from DB), XP awards (50/game + 30 win bonus), level-up detection, economy transaction logging, game stats (total_games_played, wins/draws/losses) - api/daily-reward.php: XP award (25/claim), level-up check, economy tx logging - api/shop.php: rewritten to use correct tables (cosmetics + player_cosmetics), equip/unequip support, feature flag check, economy tx logging - api/friends.php: notifications on friend request sent/accepted - api/matchmaking.php: notifications on match found, feature flag check - api/bots.php: feature flag check (bot_games_enabled) - config/database.php: added check_feature_flag() helper - includes/feature-flags.php: new cached feature flag system (60s file cache) - includes/header.php: includes feature-flags.php - pages/shop.php: updated to use cosmetic_type enums, equip UI - templates/nav-*.php: hide disabled features (shop, tournaments) - DB: seeded 25 achievements, 11 cosmetics, 1 test tournament, disabled trivia Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
- New /api/bots.php: proxies Stockfish API /api/chess/bots with 5min cache - New /api/games.php: reads game_plugins table (game list, time controls, config) - New /api/config.php: serves system_config (reward amounts, matchmaking, etc.) - pages/bots.php: fetches bot list dynamically from API (names, ratings, styles) - pages/games.php: renders game grid from game_plugins DB table - pages/play.php: populates bot dropdown from API - pages/game.php: loads bot name from API instead of hardcoded map - pages/home.php: loads reward config from API, bot names for recent games - pages/ludo.php: loads difficulty options from game config - api/daily-reward.php: reads reward amounts from system_config table - analysis.js: fetches bot names from API cache Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Spacing & Layout Fixes: - Fixed bottom nav overlapping content (added 24px extra padding) - Fixed profile stat grid overflow (4-column grid, 2-col on small mobile) - Fixed ludo mobile panel cramped (more padding + margin-bottom) - Fixed ludo board wrapper spacing on mobile Sounds (Ludo): - Dice roll sound + haptic vibration on every roll - Move sound on piece placement - Capture sound + stronger vibration on kills - Six rolled special sound - Home reached celebration sound - Win/lose game end sounds - Celebration overlay on human win Sounds (Chess): - Added celebration overlay on chess win Haptic Feedback: - Button ripple tap vibration (5ms) - Dice roll vibration (15ms) - Capture vibration (30ms) - App.vibrate() helper Visual Improvements: - Better avatar placeholder (gradient background) - Better empty state (flex column, centered, larger padding) - Better input focus glow (3px cyan ring) - Better button active states (darker variants) - Animated gradient text utility (.text-gradient) - Progress bar component - Notification dot component - Divider with text component - Pill selection group component - Section divider utility - Game result animation (scale-in) - Action pulse animation utility - Focus-visible outlines for a11y - Better list item tap feedback - Better card-body padding on mobile (14px) - Games Hub subtitle text - Proper game-specific icons (domino, backgammon, cards) - Stat grid 4-column variant with mobile responsive fallback - Gold button shimmer animation Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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Mahmoud Aglan authored
Phase 2 (P1): - Pull-to-refresh on mobile (touch gesture + indicator) - Bottom sheet modal system (App.showSheet/hideSheet) - Enhanced toasts with icons, progress bar, swipe-to-dismiss - Nav sliding active indicator (vertical bar desktop, horizontal mobile) - Counter/number animations on profile load - Request caching (App.cachedFetch with 30s TTL) - Responsive typography scale (clamp-based) - Safe area handling for all edges - Animated gradient background on Games Hub - Elevation/depth system (4 levels) - Ludo capture explosion particles - Sound feedback system (Web Audio synthesized tones) - Win streak fire badge on profile nav - Landscape game layout adjustments - Gold shimmer sweep on .btn-gold Phase 3 (P2): - 3D dice roll animation (perspective + rotateX/Y) - Achievement celebration overlay (confetti + gold title) - Gold shimmer effect utility class - Clock urgency visual (pulse <30s, shake <10s) - Page prefetching for adjacent routes - Soft navigation helper (App.navigate with exit animation) Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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