Add Pin Input Components (Phase H2)

- Pin.razor: clickable pin with Standing/Fallen/Disabled states
- PinPanel.razor: 9-pin layout in classic bowling configuration
- NumberPanel.razor: quick-entry 0-9, bell toggle, throw confirm
- ThrowPanel.razor: gutter buttons, throw counters, mode display
- GameInputPanel.razor: orchestrates all panels, handles throw logic
- ThrowResult.cs: throw result record with strike/circle detection

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
beo3000 2025-12-26 14:29:19 +01:00
parent 1ef6c984db
commit 8067ff3cf4
6 changed files with 905 additions and 0 deletions

View File

@ -0,0 +1,304 @@
@using Koogle.Domain.Enums
@using Koogle.Web.Store.GameState
@using Koogle.Web.Components.Game
@inherits FluxorComponent
@inject IState<GameState> GameState
@inject IDispatcher Dispatcher
<div class="game-input-panel">
@* Current player display *@
<div class="current-player-section">
<MudText Typo="Typo.h6" Class="player-label">Aktueller Spieler</MudText>
<MudText Typo="Typo.h4" Class="player-name">
@(CurrentPlayerName ?? "Kein Spieler")
</MudText>
@if (GameState.Value.Participants.Mode == ParticipantsMode.FreeToChoose)
{
<MudButton Variant="Variant.Outlined"
Color="Color.Primary"
Size="Size.Small"
OnClick="ShowPlayerSelector"
StartIcon="@Icons.Material.Filled.SwapHoriz">
Spieler wechseln
</MudButton>
}
</div>
@* Pin input area *@
<div class="pin-input-section">
<PinPanel ThrowPanelState="@GameState.Value.ThrowPanel"
IsInteractive="@IsInteractive"
OnPinClicked="HandlePinClick" />
</div>
@* Number quick-entry *@
<div class="number-input-section">
<NumberPanel IsInteractive="@IsInteractive"
CanConfirmThrow="@CanConfirmThrow"
SelectedNumber="@_selectedNumber"
BellValue="@GameState.Value.ThrowPanel.BellValue"
OnNumberClicked="HandleNumberClick"
OnBellClicked="HandleBellClick"
OnThrowConfirmed="HandleThrowConfirmed" />
</div>
@* Throw info and controls *@
<div class="throw-control-section">
<ThrowPanel ThrowPanelState="@GameState.Value.ThrowPanel"
IsInteractive="@IsInteractive"
OnGutterClicked="HandleGutterClick" />
</div>
@* Undo button *@
@if (GameState.Value.UndoStack.Count > 0)
{
<div class="undo-section">
<MudButton Variant="Variant.Outlined"
Color="Color.Secondary"
FullWidth="true"
OnClick="HandleUndo"
StartIcon="@Icons.Material.Filled.Undo">
Letzten Wurf rückgängig (@GameState.Value.UndoStack.Count)
</MudButton>
</div>
}
@* Error display *@
@if (!string.IsNullOrEmpty(GameState.Value.Error))
{
<MudAlert Severity="Severity.Error" Class="mt-2">
@GameState.Value.Error
</MudAlert>
}
@* Saving indicator *@
@if (GameState.Value.IsSaving)
{
<div class="saving-indicator">
<MudProgressCircular Size="Size.Small" Indeterminate="true" />
<MudText Typo="Typo.caption">Speichern...</MudText>
</div>
}
</div>
<style>
.game-input-panel {
display: flex;
flex-direction: column;
gap: 16px;
padding: 16px;
max-width: 500px;
margin: 0 auto;
}
.current-player-section {
text-align: center;
padding: 16px;
background: var(--mud-palette-primary);
color: white;
border-radius: 8px;
}
.player-label {
opacity: 0.8;
margin-bottom: 4px;
}
.player-name {
font-weight: bold;
}
.pin-input-section,
.number-input-section,
.throw-control-section {
background: var(--mud-palette-surface);
border-radius: 8px;
}
.undo-section {
margin-top: 8px;
}
.saving-indicator {
display: flex;
align-items: center;
justify-content: center;
gap: 8px;
padding: 8px;
color: var(--mud-palette-text-secondary);
}
@@media (max-width: 600px) {
.game-input-panel {
padding: 8px;
gap: 12px;
}
}
</style>
@code {
/// <summary>
/// Name of the current player (resolved from PersonId).
/// </summary>
[Parameter]
public string? CurrentPlayerName { get; set; }
/// <summary>
/// Lookup function to get player names by ID.
/// </summary>
[Parameter]
public Func<Guid, string>? PlayerNameResolver { get; set; }
/// <summary>
/// Callback to show player selector dialog.
/// </summary>
[Parameter]
public EventCallback OnShowPlayerSelector { get; set; }
/// <summary>
/// Callback when a throw is completed.
/// </summary>
[Parameter]
public EventCallback<ThrowResult> OnThrowCompleted { get; set; }
private int? _selectedNumber;
private bool _hasModifiedPins;
private bool IsInteractive => GameState.Value.IsGameActive && !GameState.Value.IsLoading;
private bool CanConfirmThrow => _hasModifiedPins || _selectedNumber.HasValue;
private void HandlePinClick(int pinNumber)
{
var currentStatus = GetPinStatus(pinNumber);
var newStatus = currentStatus == PinStatus.Standing ? PinStatus.Fallen : PinStatus.Standing;
Dispatcher.Dispatch(new SetPinStatusAction(pinNumber, newStatus));
_hasModifiedPins = true;
_selectedNumber = null;
}
private void HandleNumberClick(int number)
{
// Quick entry: set pins 1-N as fallen, rest as standing
var newState = GameState.Value.ThrowPanel.ResetPins();
for (int i = 1; i <= 9; i++)
{
var status = i <= number ? PinStatus.Fallen : PinStatus.Standing;
newState = newState.SetPin(i, status);
}
// Dispatch individual pin updates to match the new state
for (int i = 1; i <= 9; i++)
{
var targetStatus = i <= number ? PinStatus.Fallen : PinStatus.Standing;
Dispatcher.Dispatch(new SetPinStatusAction(i, targetStatus));
}
_selectedNumber = number;
_hasModifiedPins = true;
}
private void HandleBellClick()
{
Dispatcher.Dispatch(new SetBellValueAction(!GameState.Value.ThrowPanel.BellValue));
}
private async Task HandleGutterClick(bool isLeft)
{
// Gutter = 0 pins fallen, auto-confirm throw
Dispatcher.Dispatch(new ResetPinsAction());
_selectedNumber = 0;
await ConfirmThrow(isGutter: true, isLeftGutter: isLeft);
}
private async Task HandleThrowConfirmed()
{
await ConfirmThrow(isGutter: false, isLeftGutter: false);
}
private async Task ConfirmThrow(bool isGutter, bool isLeftGutter)
{
var fallenPins = GameState.Value.ThrowPanel.CountFallenPins();
var bellValue = GameState.Value.ThrowPanel.BellValue;
// Create throw result
var result = new ThrowResult
{
FallenPins = fallenPins,
IsGutter = isGutter,
IsLeftGutter = isLeftGutter,
BellValue = bellValue,
PinStates = GameState.Value.ThrowPanel.GetPins()
};
// Calculate new throw panel state
var newThrowPanel = GameState.Value.ThrowPanel with
{
ThrowCounterPerRound = GameState.Value.ThrowPanel.ThrowCounterPerRound + 1,
TotalThrowCounter = GameState.Value.ThrowPanel.TotalThrowCounter + 1,
BellValue = false // Reset bell after throw
};
// Check if round is complete
if (newThrowPanel.ThrowCounterPerRound >= newThrowPanel.ThrowsPerRound)
{
newThrowPanel = newThrowPanel with { ThrowCounterPerRound = 0 };
// Reset pins if in Reposition mode
if (newThrowPanel.ThrowMode == ThrowMode.Reposition)
{
newThrowPanel = newThrowPanel.ResetPins();
}
}
else if (newThrowPanel.ThrowMode == ThrowMode.Reposition)
{
// In Reposition mode, always reset pins after each throw
newThrowPanel = newThrowPanel.ResetPins();
}
// Dispatch record throw action
Dispatcher.Dispatch(new RecordThrowAction(newThrowPanel, GameState.Value.GameModel));
// Reset local state
_selectedNumber = null;
_hasModifiedPins = false;
// Notify parent
await OnThrowCompleted.InvokeAsync(result);
}
private void HandleUndo()
{
if (GameState.Value.UndoStack.Count > 0)
{
var lastSnapshot = GameState.Value.UndoStack[^1];
Dispatcher.Dispatch(new UndoThrowSuccessAction(
lastSnapshot.ThrowPanel,
lastSnapshot.Participants,
lastSnapshot.GameModel));
}
}
private async Task ShowPlayerSelector()
{
await OnShowPlayerSelector.InvokeAsync();
}
private PinStatus GetPinStatus(int pinNumber) => pinNumber switch
{
1 => GameState.Value.ThrowPanel.Pin1,
2 => GameState.Value.ThrowPanel.Pin2,
3 => GameState.Value.ThrowPanel.Pin3,
4 => GameState.Value.ThrowPanel.Pin4,
5 => GameState.Value.ThrowPanel.Pin5,
6 => GameState.Value.ThrowPanel.Pin6,
7 => GameState.Value.ThrowPanel.Pin7,
8 => GameState.Value.ThrowPanel.Pin8,
9 => GameState.Value.ThrowPanel.Pin9,
_ => PinStatus.Standing
};
}

View File

@ -0,0 +1,178 @@
@using Koogle.Domain.Enums
<div class="number-panel">
<div class="number-buttons">
@for (int i = 0; i <= 9; i++)
{
var number = i;
<MudButton Variant="Variant.Filled"
Color="@GetButtonColor(number)"
Size="Size.Large"
OnClick="() => HandleNumberClick(number)"
Class="number-button"
Disabled="@(!IsInteractive)">
@number
</MudButton>
}
</div>
<div class="action-buttons">
<MudButton Variant="Variant.Filled"
Color="Color.Warning"
Size="Size.Large"
OnClick="HandleBellClick"
Class="action-button"
Disabled="@(!IsInteractive)">
<MudIcon Icon="@Icons.Material.Filled.NotificationsActive" />
Glocke
</MudButton>
<MudButton Variant="Variant.Filled"
Color="Color.Success"
Size="Size.Large"
OnClick="HandleConfirmThrow"
Class="action-button confirm-button"
Disabled="@(!IsInteractive || !CanConfirmThrow)">
<MudIcon Icon="@Icons.Material.Filled.Check" />
Wurf
</MudButton>
</div>
</div>
<style>
.number-panel {
display: flex;
flex-direction: column;
gap: 16px;
padding: 16px;
background: var(--mud-palette-surface);
border-radius: 8px;
}
.number-buttons {
display: grid;
grid-template-columns: repeat(5, 1fr);
gap: 8px;
}
.number-button {
min-width: 48px !important;
height: 48px !important;
font-size: 1.2rem !important;
font-weight: bold !important;
}
.action-buttons {
display: flex;
gap: 8px;
justify-content: center;
}
.action-button {
flex: 1;
height: 56px !important;
}
.confirm-button {
min-width: 120px;
}
@@media (max-width: 600px) {
.number-buttons {
grid-template-columns: repeat(5, 1fr);
gap: 6px;
}
.number-button {
min-width: 40px !important;
height: 40px !important;
font-size: 1rem !important;
}
.action-button {
height: 48px !important;
}
}
</style>
@code {
/// <summary>
/// Whether the panel is interactive.
/// </summary>
[Parameter]
public bool IsInteractive { get; set; } = true;
/// <summary>
/// Whether the throw can be confirmed (pins have been selected).
/// </summary>
[Parameter]
public bool CanConfirmThrow { get; set; } = true;
/// <summary>
/// Currently selected number (for highlighting).
/// </summary>
[Parameter]
public int? SelectedNumber { get; set; }
/// <summary>
/// Current bell value state.
/// </summary>
[Parameter]
public bool BellValue { get; set; }
/// <summary>
/// Callback when a number is clicked (sets all pins 1-N as fallen).
/// </summary>
[Parameter]
public EventCallback<int> OnNumberClicked { get; set; }
/// <summary>
/// Callback when bell button is clicked.
/// </summary>
[Parameter]
public EventCallback OnBellClicked { get; set; }
/// <summary>
/// Callback when throw is confirmed.
/// </summary>
[Parameter]
public EventCallback OnThrowConfirmed { get; set; }
private Color GetButtonColor(int number)
{
if (SelectedNumber == number)
return Color.Secondary;
// Special colors for key numbers
return number switch
{
0 => Color.Error, // Rinne (gutter)
9 => Color.Success, // Alle (strike)
_ => Color.Primary
};
}
private async Task HandleNumberClick(int number)
{
if (!IsInteractive)
return;
await OnNumberClicked.InvokeAsync(number);
}
private async Task HandleBellClick()
{
if (!IsInteractive)
return;
await OnBellClicked.InvokeAsync();
}
private async Task HandleConfirmThrow()
{
if (!IsInteractive || !CanConfirmThrow)
return;
await OnThrowConfirmed.InvokeAsync();
}
}

View File

@ -0,0 +1,113 @@
@using Koogle.Domain.Enums
<div class="pin @GetPinClass()" @onclick="OnClick" style="@GetStyle()">
<span class="pin-number">@PinNumber</span>
</div>
<style>
.pin {
width: 48px;
height: 48px;
border-radius: 50%;
display: flex;
align-items: center;
justify-content: center;
cursor: pointer;
user-select: none;
transition: all 0.15s ease;
font-weight: bold;
font-size: 1.2rem;
border: 3px solid transparent;
box-shadow: 0 2px 4px rgba(0,0,0,0.2);
}
.pin:hover:not(.pin-disabled) {
transform: scale(1.1);
}
.pin:active:not(.pin-disabled) {
transform: scale(0.95);
}
.pin-standing {
background-color: var(--mud-palette-primary);
color: white;
border-color: var(--mud-palette-primary-darken);
}
.pin-fallen {
background-color: var(--mud-palette-error);
color: white;
border-color: var(--mud-palette-error-darken);
}
.pin-disabled {
background-color: var(--mud-palette-gray-light);
color: var(--mud-palette-gray-dark);
cursor: not-allowed;
opacity: 0.5;
}
.pin-number {
pointer-events: none;
}
@@media (max-width: 600px) {
.pin {
width: 40px;
height: 40px;
font-size: 1rem;
}
}
</style>
@code {
/// <summary>
/// The pin number (1-9).
/// </summary>
[Parameter]
public int PinNumber { get; set; }
/// <summary>
/// Current status of the pin.
/// </summary>
[Parameter]
public PinStatus Status { get; set; } = PinStatus.Standing;
/// <summary>
/// Whether the pin is interactive.
/// </summary>
[Parameter]
public bool IsInteractive { get; set; } = true;
/// <summary>
/// Callback when pin is clicked.
/// </summary>
[Parameter]
public EventCallback<int> OnPinClicked { get; set; }
private string GetPinClass() => Status switch
{
PinStatus.Standing => "pin-standing",
PinStatus.Fallen => "pin-fallen",
PinStatus.Disabled => "pin-disabled",
_ => "pin-standing"
};
private string GetStyle()
{
if (!IsInteractive || Status == PinStatus.Disabled)
{
return "pointer-events: none;";
}
return string.Empty;
}
private async Task OnClick()
{
if (!IsInteractive || Status == PinStatus.Disabled)
return;
await OnPinClicked.InvokeAsync(PinNumber);
}
}

View File

@ -0,0 +1,101 @@
@using Koogle.Domain.Enums
@using Koogle.Web.Store.GameState
<div class="pin-panel">
@* Row 1: Pin 1 (top) *@
<div class="pin-row pin-row-1">
<Pin PinNumber="1" Status="@GetPinStatus(1)" IsInteractive="@IsInteractive" OnPinClicked="HandlePinClick" />
</div>
@* Row 2: Pins 2, 3 *@
<div class="pin-row pin-row-2">
<Pin PinNumber="2" Status="@GetPinStatus(2)" IsInteractive="@IsInteractive" OnPinClicked="HandlePinClick" />
<Pin PinNumber="3" Status="@GetPinStatus(3)" IsInteractive="@IsInteractive" OnPinClicked="HandlePinClick" />
</div>
@* Row 3: Pins 4, 5, 6 *@
<div class="pin-row pin-row-3">
<Pin PinNumber="4" Status="@GetPinStatus(4)" IsInteractive="@IsInteractive" OnPinClicked="HandlePinClick" />
<Pin PinNumber="5" Status="@GetPinStatus(5)" IsInteractive="@IsInteractive" OnPinClicked="HandlePinClick" />
<Pin PinNumber="6" Status="@GetPinStatus(6)" IsInteractive="@IsInteractive" OnPinClicked="HandlePinClick" />
</div>
@* Row 4: Pins 7, 8 *@
<div class="pin-row pin-row-4">
<Pin PinNumber="7" Status="@GetPinStatus(7)" IsInteractive="@IsInteractive" OnPinClicked="HandlePinClick" />
<Pin PinNumber="8" Status="@GetPinStatus(8)" IsInteractive="@IsInteractive" OnPinClicked="HandlePinClick" />
</div>
@* Row 5: Pin 9 (bottom) *@
<div class="pin-row pin-row-5">
<Pin PinNumber="9" Status="@GetPinStatus(9)" IsInteractive="@IsInteractive" OnPinClicked="HandlePinClick" />
</div>
</div>
<style>
.pin-panel {
display: flex;
flex-direction: column;
align-items: center;
gap: 8px;
padding: 16px;
background: var(--mud-palette-surface);
border-radius: 8px;
}
.pin-row {
display: flex;
gap: 8px;
justify-content: center;
}
@@media (max-width: 600px) {
.pin-panel {
gap: 6px;
padding: 12px;
}
.pin-row {
gap: 6px;
}
}
</style>
@code {
/// <summary>
/// Current state of the throw panel containing pin statuses.
/// </summary>
[Parameter]
public ThrowPanelState ThrowPanelState { get; set; } = ThrowPanelState.Initial;
/// <summary>
/// Whether the pins are interactive (clickable).
/// </summary>
[Parameter]
public bool IsInteractive { get; set; } = true;
/// <summary>
/// Callback when a pin is clicked.
/// </summary>
[Parameter]
public EventCallback<int> OnPinClicked { get; set; }
private PinStatus GetPinStatus(int pinNumber) => pinNumber switch
{
1 => ThrowPanelState.Pin1,
2 => ThrowPanelState.Pin2,
3 => ThrowPanelState.Pin3,
4 => ThrowPanelState.Pin4,
5 => ThrowPanelState.Pin5,
6 => ThrowPanelState.Pin6,
7 => ThrowPanelState.Pin7,
8 => ThrowPanelState.Pin8,
9 => ThrowPanelState.Pin9,
_ => PinStatus.Standing
};
private async Task HandlePinClick(int pinNumber)
{
await OnPinClicked.InvokeAsync(pinNumber);
}
}

View File

@ -0,0 +1,165 @@
@using Koogle.Domain.Enums
@using Koogle.Web.Store.GameState
<div class="throw-panel">
@* Gutter buttons *@
<div class="gutter-row">
<MudButton Variant="Variant.Outlined"
Color="Color.Error"
Size="Size.Medium"
OnClick="() => HandleGutterClick(true)"
Class="gutter-button"
Disabled="@(!IsInteractive)">
<MudIcon Icon="@Icons.Material.Filled.ArrowBack" />
Rinne Links
</MudButton>
<MudButton Variant="Variant.Outlined"
Color="Color.Error"
Size="Size.Medium"
OnClick="() => HandleGutterClick(false)"
Class="gutter-button"
Disabled="@(!IsInteractive)">
Rinne Rechts
<MudIcon Icon="@Icons.Material.Filled.ArrowForward" />
</MudButton>
</div>
@* Throw counter and mode info *@
<div class="throw-info">
<MudChip T="string" Color="Color.Info" Size="Size.Medium">
Wurf @(ThrowPanelState.ThrowCounterPerRound + 1) / @ThrowPanelState.ThrowsPerRound
</MudChip>
<MudChip T="string" Color="Color.Secondary" Size="Size.Medium">
@GetThrowModeDisplay()
</MudChip>
<MudChip T="string" Color="Color.Dark" Size="Size.Medium">
Gesamt: @ThrowPanelState.TotalThrowCounter
</MudChip>
</div>
@* Bell indicator *@
@if (ThrowPanelState.BellValue)
{
<div class="bell-indicator">
<MudIcon Icon="@Icons.Material.Filled.NotificationsActive" Color="Color.Warning" Size="Size.Large" />
<MudText Typo="Typo.body1" Color="Color.Warning">Glocke aktiv!</MudText>
</div>
}
@* Fallen pins display *@
<div class="fallen-pins-display">
<MudText Typo="Typo.h4" Class="pin-count">
@ThrowPanelState.CountFallenPins()
</MudText>
<MudText Typo="Typo.body2" Class="pin-label">Kegel gefallen</MudText>
</div>
</div>
<style>
.throw-panel {
display: flex;
flex-direction: column;
gap: 16px;
padding: 16px;
background: var(--mud-palette-surface);
border-radius: 8px;
}
.gutter-row {
display: flex;
justify-content: space-between;
gap: 16px;
}
.gutter-button {
flex: 1;
}
.throw-info {
display: flex;
gap: 8px;
justify-content: center;
flex-wrap: wrap;
}
.bell-indicator {
display: flex;
align-items: center;
justify-content: center;
gap: 8px;
padding: 8px;
background: rgba(255, 193, 7, 0.15);
border-radius: 4px;
animation: bell-pulse 1s ease-in-out infinite;
}
@@keyframes bell-pulse {
0%, 100% { opacity: 1; }
50% { opacity: 0.7; }
}
.fallen-pins-display {
display: flex;
flex-direction: column;
align-items: center;
padding: 16px;
background: var(--mud-palette-background);
border-radius: 8px;
}
.pin-count {
font-weight: bold;
color: var(--mud-palette-primary);
}
.pin-label {
color: var(--mud-palette-text-secondary);
}
@@media (max-width: 600px) {
.gutter-row {
flex-direction: column;
gap: 8px;
}
.throw-info {
gap: 4px;
}
}
</style>
@code {
/// <summary>
/// Current state of the throw panel.
/// </summary>
[Parameter]
public ThrowPanelState ThrowPanelState { get; set; } = ThrowPanelState.Initial;
/// <summary>
/// Whether the panel is interactive.
/// </summary>
[Parameter]
public bool IsInteractive { get; set; } = true;
/// <summary>
/// Callback when gutter (Rinne) is selected.
/// </summary>
[Parameter]
public EventCallback<bool> OnGutterClicked { get; set; }
private string GetThrowModeDisplay() => ThrowPanelState.ThrowMode switch
{
ThrowMode.Reposition => "In die Vollen",
ThrowMode.Decrease => "Abräumen",
_ => "Unbekannt"
};
private async Task HandleGutterClick(bool isLeft)
{
if (!IsInteractive)
return;
await OnGutterClicked.InvokeAsync(isLeft);
}
}

View File

@ -0,0 +1,44 @@
using Koogle.Domain.Enums;
namespace Koogle.Web.Components.Game;
/// <summary>
/// Represents the result of a throw.
/// </summary>
public record ThrowResult
{
/// <summary>
/// Number of pins knocked down.
/// </summary>
public int FallenPins { get; init; }
/// <summary>
/// Whether the throw went into the gutter.
/// </summary>
public bool IsGutter { get; init; }
/// <summary>
/// Whether it was the left gutter (if IsGutter is true).
/// </summary>
public bool IsLeftGutter { get; init; }
/// <summary>
/// Whether the bell was active for this throw.
/// </summary>
public bool BellValue { get; init; }
/// <summary>
/// Individual pin states after the throw.
/// </summary>
public PinStatus[] PinStates { get; init; } = [];
/// <summary>
/// Checks if this is a strike (all 9 pins).
/// </summary>
public bool IsStrike => FallenPins == 9;
/// <summary>
/// Checks if this is a circle/wreath (8 outer pins, center standing).
/// </summary>
public bool IsCircle => FallenPins == 8 && PinStates.Length == 9 && PinStates[4] == PinStatus.Standing;
}