주루마블 기본 알고리즘 생성중.

- 시작위치 생성
- 각 위치별 추가 이벤트시 사용될 이벤트 알고리즘
- Rapier, Three.js를 통한 주사위.
This commit is contained in:
kimyu
2026-09-07 20:50:21 +09:00
parent 7608b166b3
commit fc6eb5fce1
17 changed files with 1430 additions and 56 deletions

88
app/game/cell-event.ts Normal file
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import type { Chessman } from './chessman';
export type PlaneCell = {
id: number;
x: number;
y: number;
/** UI에 보이는 이름 */
type: string;
/** 효과가 있을 때만 설정. 없으면 착지 시 아무 일도 없음 */
eventId?: string | null;
};
export type TurnContext = {
chessman: Chessman;
board: PlaneCell[];
roll: number;
landIndex: number;
};
export type TurnResult = {
message: string;
/** 비행기 등: 즉시 이동할 칸 */
teleportTo?: number;
};
export interface CellEvent {
readonly id: string;
apply(ctx: TurnContext): TurnResult;
}
/** 무인도: 최대 3턴 대기, 주사위 6이면 즉시 탈출 가능 */
export class IslandEvent implements CellEvent {
readonly id = 'island';
apply(ctx: TurnContext): TurnResult {
ctx.chessman.enterIsland(3, 6);
return { message: '무인도! 3턴 대기 (6이면 탈출)' };
}
}
/** 역방향: 진행 방향을 반대로 */
export class ReverseEvent implements CellEvent {
readonly id = 'reverse';
apply(ctx: TurnContext): TurnResult {
const dir = ctx.chessman.reverseDirection();
return {
message: dir === 1 ? '역방향! 다시 시계방향' : '역방향! 반시계로 진행',
};
}
}
/** 비행기: 지정한 칸으로 즉시 이동 */
export class AirplaneEvent implements CellEvent {
readonly id = 'airplane';
constructor(private readonly targetIndex: number) {}
apply(ctx: TurnContext): TurnResult {
const target =
((this.targetIndex % ctx.board.length) + ctx.board.length) % ctx.board.length;
ctx.chessman.teleport(target);
const dest = ctx.board[target];
return {
message: `비행기! → ${dest?.type ?? target}`,
teleportTo: target,
};
}
}
export const CELL_EVENTS: Record<string, CellEvent> = {
island: new IslandEvent(),
reverse: new ReverseEvent(),
// 기본 도착지는 시작(0). 판 생성 시 덮어쓸 수 있다.
airplane: new AirplaneEvent(0),
};
export function getCellEvent(eventId: string | null | undefined): CellEvent | null {
if (!eventId) return null;
return CELL_EVENTS[eventId] ?? null;
}
export function applyLandEvent(ctx: TurnContext): TurnResult | null {
const cell = ctx.board[ctx.landIndex];
const event = getCellEvent(cell?.eventId);
if (!event) return null;
return event.apply(ctx);
}

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'use client';
const DEFAULT_CHESSMAN_SRC = '/chessman/default.png';
/** 주사위판 그리드 위에 올리는 말 표시. public/chessman/*.png 로 커스텀 가능. */
export default function ChessmanPiece({
x,
y,
hopKey,
src = DEFAULT_CHESSMAN_SRC,
}: {
x: number;
y: number;
/** 칸이 바뀔 때마다 증가시켜 hop 애니메이션을 다시 재생한다. */
hopKey: number;
/** public/chessman 하위 이미지 경로. 기본값: /chessman/default.png */
src?: string;
}) {
return (
<div
aria-label="chessman"
style={{
gridColumn: x + 1,
gridRow: y + 1,
zIndex: 5,
pointerEvents: 'none',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
}}
>
{/* eslint-disable-next-line @next/next/no-img-element */}
<img
key={hopKey}
src={src}
alt="chessman"
draggable={false}
className="drinkmarble-chessman-token"
style={{
width: '58%',
height: '58%',
minWidth: 22,
minHeight: 22,
objectFit: 'contain',
filter: 'drop-shadow(0 2px 4px rgba(0,0,0,0.35))',
animation: hopKey > 0 ? 'drinkmarble-chessman-hop 220ms ease-out' : undefined,
}}
/>
</div>
);
}

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app/game/chessman.ts Normal file
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/** 주사위판 위를 이동하는 말. */
export class Chessman {
private index: number;
private readonly boardLength: number;
/** 1: 시계방향, -1: 반시계방향 */
private direction: 1 | -1 = 1;
/** 무인도: 남은 대기 턴, 탈출 가능 눈 */
private island: { turnsLeft: number; escapeOn: number } | null = null;
constructor(boardLength: number, startIndex = 0) {
if (boardLength <= 0) {
throw new Error('Chessman boardLength must be positive');
}
this.boardLength = boardLength;
this.index = ((startIndex % boardLength) + boardLength) % boardLength;
}
get position(): number {
return this.index;
}
get facing(): 1 | -1 {
return this.direction;
}
get isOnIsland(): boolean {
return this.island != null;
}
get islandTurnsLeft(): number {
return this.island?.turnsLeft ?? 0;
}
reverseDirection(): 1 | -1 {
this.direction = this.direction === 1 ? -1 : 1;
return this.direction;
}
enterIsland(turns: number, escapeOn = 6) {
this.island = { turnsLeft: Math.max(1, Math.trunc(turns)), escapeOn };
}
clearIsland() {
this.island = null;
}
/**
* 무인도 상태에서의 주사위 처리.
* - escape: 6(또는 escapeOn)으로 탈출 → 이후 정상 이동
* - wait: 턴 소모 후 대기 (turnsLeft 0이면 자동 해제, 이번 턴은 이동 없음)
* - free: 이미 무인도 아님
*/
resolveIslandRoll(roll: number): 'escape' | 'wait' | 'free' {
if (!this.island) return 'free';
if (roll === this.island.escapeOn) {
this.island = null;
return 'escape';
}
this.island.turnsLeft -= 1;
if (this.island.turnsLeft <= 0) {
this.island = null;
}
return 'wait';
}
teleport(index: number): number {
this.index = ((index % this.boardLength) + this.boardLength) % this.boardLength;
return this.index;
}
moveOne(): number {
return this.move(1);
}
/** steps칸만큼 현재 방향으로 이동 */
move(steps: number): number {
const amount = Math.trunc(steps);
if (amount === 0) return this.index;
const delta = amount * this.direction;
this.index = (this.index + delta) % this.boardLength;
if (this.index < 0) this.index += this.boardLength;
return this.index;
}
reset(startIndex = 0): number {
this.index = ((startIndex % this.boardLength) + this.boardLength) % this.boardLength;
this.direction = 1;
this.island = null;
return this.index;
}
}

280
app/game/dice.tsx Normal file
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'use client';
import { Suspense, useCallback, useLayoutEffect, useRef, useState } from 'react';
import { Canvas, useFrame, useLoader, useThree } from '@react-three/fiber';
import {
Physics,
RigidBody,
CuboidCollider,
type RapierRigidBody,
} from '@react-three/rapier';
import {
Quaternion,
SRGBColorSpace,
TextureLoader,
Vector3,
type OrthographicCamera,
} from 'three';
const FLOOR_SIZE = 10;
const FLOOR_HALF = FLOOR_SIZE / 2;
const WALL_THICKNESS = 0.2;
const WALL_HEIGHT = 10;
const WALL_HALF_T = WALL_THICKNESS / 2;
const WALL_HALF_H = WALL_HEIGHT / 2;
const STILL_SPEED_SQ = 0.05;
const STILL_FRAMES = 18;
// boxGeometry material 순서: +X, -X, +Y, -Y, +Z, -Z
const DICE_FACE_TEXTURES = [
'/dice/2.png', // +X
'/dice/5.png', // -X
'/dice/1.png', // +Y
'/dice/6.png', // -Y
'/dice/3.png', // +Z
'/dice/4.png', // -Z
] as const;
// 결과 판정: 로컬 법선이 월드 +Y에 가장 가까운 면
const DICE_FACES = [
{ value: 1, localNormal: new Vector3(0, 1, 0) },
{ value: 6, localNormal: new Vector3(0, -1, 0) },
{ value: 2, localNormal: new Vector3(1, 0, 0) },
{ value: 5, localNormal: new Vector3(-1, 0, 0) },
{ value: 3, localNormal: new Vector3(0, 0, 1) },
{ value: 4, localNormal: new Vector3(0, 0, -1) },
];
const _quat = new Quaternion();
const _normal = new Vector3();
const WORLD_UP = new Vector3(0, 1, 0);
function readTopFace(body: RapierRigidBody): number {
const r = body.rotation();
_quat.set(r.x, r.y, r.z, r.w);
let bestValue = 1;
let bestDot = -Infinity;
for (const face of DICE_FACES) {
_normal.copy(face.localNormal).applyQuaternion(_quat);
const dot = _normal.dot(WORLD_UP);
if (dot > bestDot) {
bestDot = dot;
bestValue = face.value;
}
}
return bestValue;
}
function FitSquareFloor() {
const { camera, size } = useThree();
useLayoutEffect(() => {
const cam = camera as OrthographicCamera;
cam.left = -FLOOR_HALF;
cam.right = FLOOR_HALF;
cam.top = FLOOR_HALF;
cam.bottom = -FLOOR_HALF;
cam.near = 0.1;
cam.far = 50;
cam.updateProjectionMatrix();
}, [camera, size.width, size.height]);
return null;
}
function InvisibleWalls() {
const t = WALL_HALF_T;
const h = WALL_HALF_H;
const f = FLOOR_HALF;
return (
<>
<CuboidCollider args={[t, h, f]} position={[f + t, h, 0]} />
<CuboidCollider args={[t, h, f]} position={[-(f + t), h, 0]} />
<CuboidCollider args={[f, h, t]} position={[0, h, f + t]} />
<CuboidCollider args={[f, h, t]} position={[0, h, -(f + t)]} />
</>
);
}
function DiceMesh() {
const textures = useLoader(TextureLoader, [...DICE_FACE_TEXTURES]);
useLayoutEffect(() => {
for (const texture of textures) {
texture.colorSpace = SRGBColorSpace;
texture.anisotropy = 8;
texture.needsUpdate = true;
}
}, [textures]);
return (
<mesh castShadow>
<boxGeometry args={[1, 1, 1]} />
{textures.map((texture, index) => (
<meshStandardMaterial
key={texture.uuid}
attach={`material-${index}`}
map={texture}
roughness={0.55}
metalness={0.05}
/>
))}
</mesh>
);
}
function DiceSettleWatcher({
diceRef,
rolling,
onSettled,
}: {
diceRef: React.RefObject<RapierRigidBody | null>;
rolling: boolean;
onSettled: (value: number) => void;
}) {
const stillFrames = useRef(0);
const reported = useRef(false);
useFrame(() => {
const body = diceRef.current;
if (!body || !rolling) {
stillFrames.current = 0;
reported.current = false;
return;
}
const lv = body.linvel();
const av = body.angvel();
const speedSq =
lv.x * lv.x + lv.y * lv.y + lv.z * lv.z + av.x * av.x + av.y * av.y + av.z * av.z;
if (speedSq < STILL_SPEED_SQ || body.isSleeping()) {
stillFrames.current += 1;
if (stillFrames.current >= STILL_FRAMES && !reported.current) {
reported.current = true;
onSettled(readTopFace(body));
}
} else {
stillFrames.current = 0;
}
});
return null;
}
function RapierDiceExample({
diceRef,
rolling,
onSettled,
}: {
diceRef: React.RefObject<RapierRigidBody | null>;
rolling: boolean;
onSettled: (value: number) => void;
}) {
return (
<Canvas
orthographic
camera={{ position: [0, 20, 0.01], zoom: 1 }}
className="h-full w-full"
gl={{ alpha: true }}
>
<FitSquareFloor />
<ambientLight intensity={0.85} />
<directionalLight position={[4, 10, 2]} intensity={0.9} />
<Physics>
<RigidBody type="fixed" colliders={false} position={[0, 0, 0]}>
<mesh rotation={[-Math.PI / 2, 0, 0]}>
<planeGeometry args={[FLOOR_SIZE, FLOOR_SIZE]} />
<meshBasicMaterial color="blue" />
</mesh>
<CuboidCollider args={[FLOOR_HALF, 0.05, FLOOR_HALF]} position={[0, -0.05, 0]} />
<InvisibleWalls />
</RigidBody>
<RigidBody
ref={diceRef}
type="dynamic"
position={[0, 4, 0]}
colliders="cuboid"
restitution={0.2}
friction={0.6}
>
<Suspense fallback={null}>
<DiceMesh />
</Suspense>
</RigidBody>
<DiceSettleWatcher diceRef={diceRef} rolling={rolling} onSettled={onSettled} />
</Physics>
</Canvas>
);
}
function rollDice(body: RapierRigidBody | null) {
if (!body) return;
body.wakeUp();
body.applyImpulse(
{ x: (Math.random() - 0.5) * 8, y: 4 + Math.random() * 4, z: (Math.random() - 0.5) * 8 },
true,
);
body.applyTorqueImpulse(
{ x: (Math.random() - 0.5) * 6, y: (Math.random() - 0.5) * 6, z: (Math.random() - 0.5) * 6 },
true,
);
}
export default function Dice({
onRolled,
disabled = false,
}: {
onRolled?: (value: number) => void;
disabled?: boolean;
}) {
const diceRef = useRef<RapierRigidBody>(null);
const [rolling, setRolling] = useState(false);
const [result, setResult] = useState<number | null>(null);
const onSettled = useCallback(
(value: number) => {
setResult(value);
setRolling(false);
onRolled?.(value);
},
[onRolled],
);
const busy = rolling || disabled;
return (
<div className="relative h-full w-full" style={{ containerType: 'size' }}>
<div className="absolute top-0 left-0 aspect-square w-[min(100%,100cqh)]">
<RapierDiceExample diceRef={diceRef} rolling={rolling} onSettled={onSettled} />
<button
type="button"
className="absolute bottom-2 left-2 z-10 rounded bg-black/70 px-3 py-1 text-sm text-white disabled:opacity-50"
disabled={busy}
onClick={() => {
setResult(null);
setRolling(true);
rollDice(diceRef.current);
}}
>
Roll
</button>
<div className="pointer-events-none absolute right-2 bottom-2 z-10 rounded bg-black/70 px-3 py-1 text-sm text-white">
{rolling
? '굴리는 중…'
: disabled
? '이동 중…'
: result != null
? `결과: ${result}`
: '결과: —'}
</div>
</div>
</div>
);
}

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'use client';
import { useState } from 'react';
type PlaneCell = { id: number; x: number; y: number; type: string };
import { useCallback, useEffect, useRef, useState } from 'react';
import Dice from './dice';
import { Chessman } from './chessman';
import ChessmanPiece from './chessman-piece';
import {
applyLandEvent,
type PlaneCell,
} from './cell-event';
const PLANE_SIZE = { width: 9, height: 7 } as const;
const STEP_MS = 280;
const CELL_TYPES = ['한잔', '안주', '모두한잔', '두잔', '벌칙1', '벌칙2'] as const;
/** 특수 칸 배치 (28칸 기준 인덱스) */
const SPECIAL_CELLS: Record<number, { type: string; eventId: string }> = {
7: { type: '무인도', eventId: 'island' },
14: { type: '역방향', eventId: 'reverse' },
21: { type: '비행기', eventId: 'airplane' }, // → 시작(0)
};
function randomType() {
return CELL_TYPES[Math.floor(Math.random() * CELL_TYPES.length)];
}
function cellLabel(cell: PlaneCell | undefined, index: number) {
if (!cell) return '';
return index === 0 ? '시작' : cell.type;
}
function cellColor(cell: PlaneCell, index: number) {
if (index === 0) return '#059669';
switch (cell.eventId) {
case 'island':
return '#0f766e';
case 'reverse':
return '#7c3aed';
case 'airplane':
return '#0284c7';
default:
return '#e11d48';
}
}
/** 시계방향 둘레 칸. 모서리는 한 번만 넣어서 9x7 기준 28칸이 된다. */
function buildPerimeter(width: number, height: number): PlaneCell[] {
function buildPerimeter(width: number, height: number, assignType: () => string): PlaneCell[] {
const cells: PlaneCell[] = [];
let id = 0;
for (let x = 0; x < width; x++) {
cells.push({ id: id++, x, y: 0, type: randomType() });
cells.push({ id: id++, x, y: 0, type: assignType() });
}
for (let y = 1; y < height; y++) {
cells.push({ id: id++, x: width - 1, y, type: randomType() });
cells.push({ id: id++, x: width - 1, y, type: assignType() });
}
for (let x = width - 2; x >= 0; x--) {
cells.push({ id: id++, x, y: height - 1, type: randomType() });
cells.push({ id: id++, x, y: height - 1, type: assignType() });
}
for (let y = height - 2; y >= 1; y--) {
cells.push({ id: id++, x: 0, y, type: randomType() });
cells.push({ id: id++, x: 0, y, type: assignType() });
}
if (cells[0]) {
cells[0].type = '시작';
cells[0].eventId = null;
}
for (const [indexText, special] of Object.entries(SPECIAL_CELLS)) {
const index = Number(indexText);
if (cells[index]) {
cells[index].type = special.type;
cells[index].eventId = special.eventId;
}
}
return cells;
}
export default function DicePlane() {
const [dicePlaneArray] = useState(() =>
buildPerimeter(PLANE_SIZE.width, PLANE_SIZE.height),
const [dicePlaneArray, setDicePlaneArray] = useState(() =>
buildPerimeter(PLANE_SIZE.width, PLANE_SIZE.height, () => 'none'),
);
const chessmanRef = useRef(new Chessman(28));
const boardRef = useRef(dicePlaneArray);
const [chessmanIndex, setChessmanIndex] = useState(0);
const [hopKey, setHopKey] = useState(0);
const [moving, setMoving] = useState(false);
const [landedLabel, setLandedLabel] = useState<string | null>(null);
const [landedKey, setLandedKey] = useState(0);
const [statusText, setStatusText] = useState('시계방향');
const [islandTurnsLeft, setIslandTurnsLeft] = useState(0);
const moveTimerRef = useRef<ReturnType<typeof setTimeout> | null>(null);
useEffect(() => {
const cells = buildPerimeter(PLANE_SIZE.width, PLANE_SIZE.height, randomType);
chessmanRef.current = new Chessman(cells.length, 0);
boardRef.current = cells;
setChessmanIndex(0);
setHopKey(0);
setLandedLabel(null);
setStatusText('시계방향');
setIslandTurnsLeft(0);
setDicePlaneArray(cells);
}, []);
useEffect(() => {
boardRef.current = dicePlaneArray;
}, [dicePlaneArray]);
useEffect(() => {
return () => {
if (moveTimerRef.current) clearTimeout(moveTimerRef.current);
};
}, []);
const showBanner = useCallback((message: string) => {
setLandedLabel(message);
setLandedKey((k) => k + 1);
}, []);
const applyLanding = useCallback(
(landIndex: number, roll: number) => {
const man = chessmanRef.current;
const result = applyLandEvent({
chessman: man,
board: boardRef.current,
roll,
landIndex,
});
setStatusText(man.facing === 1 ? '시계방향' : '반시계방향');
setIslandTurnsLeft(man.islandTurnsLeft);
if (result?.teleportTo != null) {
setChessmanIndex(result.teleportTo);
setHopKey((k) => k + 1);
showBanner(result.message);
return;
}
showBanner(result?.message ?? cellLabel(boardRef.current[landIndex], landIndex));
},
[showBanner],
);
const animateMove = useCallback(
(steps: number, roll: number) => {
const amount = Math.max(0, Math.trunc(steps));
if (amount === 0) {
setMoving(false);
return;
}
setMoving(true);
let remaining = amount;
const stepOnce = () => {
const next = chessmanRef.current.moveOne();
setChessmanIndex(next);
setHopKey((k) => k + 1);
remaining -= 1;
if (remaining > 0) {
moveTimerRef.current = setTimeout(stepOnce, STEP_MS);
} else {
moveTimerRef.current = null;
setMoving(false);
applyLanding(next, roll);
}
};
stepOnce();
},
[applyLanding],
);
const onDiceRolled = useCallback(
(value: number) => {
const roll = Math.max(0, Math.trunc(value));
if (roll === 0) return;
setLandedLabel(null);
const man = chessmanRef.current;
if (man.isOnIsland) {
const outcome = man.resolveIslandRoll(roll);
setIslandTurnsLeft(man.islandTurnsLeft);
if (outcome === 'wait') {
showBanner(
man.isOnIsland
? `무인도 대기 (남은 ${man.islandTurnsLeft}턴)`
: '무인도 3턴 종료!',
);
return;
}
// escape with 6
showBanner('무인도 탈출!');
}
animateMove(roll, roll);
},
[animateMove, showBanner],
);
const chessmanCell = dicePlaneArray[chessmanIndex] ?? dicePlaneArray[0];
return (
<div
style={{
display: 'grid',
gridTemplateColumns: `repeat(${PLANE_SIZE.width}, minmax(0, 1fr))`,
gridTemplateRows: `repeat(${PLANE_SIZE.height}, minmax(0, 1fr))`,
gap: 'clamp(6px, 1vw, 12px)',
padding: 'clamp(8px, 1.2vw, 16px)',
width: '100%',
height: '100%',
boxSizing: 'border-box',
}}
>
{dicePlaneArray.map((plane) => (
<div style={{ position: 'relative', width: '100%', height: '100%' }}>
<div
style={{
display: 'grid',
gridTemplateColumns: `repeat(${PLANE_SIZE.width}, minmax(0, 1fr))`,
gridTemplateRows: `repeat(${PLANE_SIZE.height}, minmax(0, 1fr))`,
gap: 'clamp(6px, 1vw, 12px)',
padding: 'clamp(8px, 1.2vw, 16px)',
width: '100%',
height: '100%',
boxSizing: 'border-box',
}}
>
{dicePlaneArray.map((plane, index) => {
const isStart = index === 0;
const isLanded = !moving && index === chessmanIndex && landedLabel != null;
return (
<div
key={plane.id}
style={{
gridColumn: plane.x + 1,
gridRow: plane.y + 1,
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
backgroundColor: cellColor(plane, index),
color: 'white',
borderRadius: 8,
fontSize: 'clamp(11px, 1.6vw, 16px)',
fontWeight: 600,
textAlign: 'center',
padding: 4,
boxShadow: isLanded
? '0 0 0 3px #fde68a, 0 0 18px rgba(253, 224, 71, 0.75)'
: isStart
? 'inset 0 0 0 2px #a7f3d0'
: undefined,
transform: isLanded ? 'scale(1.04)' : undefined,
transition: 'box-shadow 180ms ease, transform 180ms ease',
zIndex: isLanded ? 4 : undefined,
}}
>
{isStart ? '시작' : plane.type}
</div>
);
})}
{chessmanCell && (
<ChessmanPiece x={chessmanCell.x} y={chessmanCell.y} hopKey={hopKey} />
)}
<div
key={plane.id}
style={{
gridColumn: plane.x + 1,
gridRow: plane.y + 1,
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
backgroundColor: '#e11d48',
color: 'white',
borderRadius: 8,
fontSize: 'clamp(11px, 1.6vw, 16px)',
fontWeight: 600,
textAlign: 'center',
padding: 4,
gridColumn: '2 / 4',
gridRow: '2 / 4',
minWidth: 0,
minHeight: 0,
zIndex: 6,
}}
>
{plane.type}
<Dice onRolled={onDiceRolled} disabled={moving} />
</div>
))}
</div>
<div className="pointer-events-none absolute top-3 right-3 z-20 rounded bg-black/65 px-3 py-1 text-sm text-white">
{statusText}
{islandTurnsLeft > 0 ? ` · 무인도 ${islandTurnsLeft}턴` : ''}
</div>
{landedLabel && (
<div
className="pointer-events-none absolute inset-0 z-30 flex items-center justify-center"
aria-live="polite"
>
<div
key={landedKey}
style={{
padding: 'clamp(12px, 2vw, 28px) clamp(20px, 4vw, 48px)',
borderRadius: 16,
background: 'rgba(15, 23, 42, 0.78)',
color: '#fff7ed',
fontSize: 'clamp(1.6rem, 6vw, 4rem)',
fontWeight: 800,
letterSpacing: '0.04em',
textShadow: '0 4px 24px rgba(0,0,0,0.45)',
boxShadow: '0 12px 40px rgba(0,0,0,0.35)',
animation: 'drinkmarble-landed-pop 420ms ease-out',
maxWidth: '80%',
textAlign: 'center',
}}
>
{landedLabel}
</div>
</div>
)}
</div>
);
}

View File

@@ -1,12 +1,12 @@
'use client';
import DicePlane from './diceplane';
import Dice from './dice';
export default function GamePage() {
return (
<div className="relative h-screen w-screen overflow-hidden">
<DicePlane />
<h1 className="pointer-events-none absolute inset-0 flex items-center justify-center text-4xl font-bold">
Game
</h1>
</div>
);
}

View File

@@ -24,3 +24,32 @@ body {
color: var(--foreground);
font-family: Arial, Helvetica, sans-serif;
}
@keyframes drinkmarble-chessman-hop {
0% {
transform: translateY(0) scale(1);
}
40% {
transform: translateY(-32%) scale(1.12);
}
100% {
transform: translateY(0) scale(1);
}
}
@keyframes drinkmarble-landed-pop {
0% {
opacity: 0;
transform: scale(0.72) translateY(12px);
}
55% {
opacity: 1;
transform: scale(1.08) translateY(0);
}
100% {
opacity: 1;
transform: scale(1) translateY(0);
}
}