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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Soulless Necromancer</title>
<link rel="preconnect" href="https://fonts.googleapis.com" />
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin />
<link
href="https://fonts.googleapis.com/css2?family=Cinzel+Decorative:wght@400;700&family=Source+Sans+3:wght@400;600;700&display=swap"
rel="stylesheet"
/>
</head>
<body>
<div id="root"></div>
<script type="module" src="/src/main.tsx"></script>
</body>
</html>
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{
"name": "client",
"version": "1.0.0",
"private": true,
"type": "module",
"scripts": {
"dev": "vite",
"build": "tsc -b && vite build",
"preview": "vite preview"
},
"dependencies": {
"react": "^19.0.0",
"react-dom": "^19.0.0",
"react-router-dom": "^7.4.0",
"socket.io-client": "^4.8.1"
},
"devDependencies": {
"@types/react": "^19.0.10",
"@types/react-dom": "^19.0.4",
"@vitejs/plugin-react": "^4.3.4",
"typescript": "^5.8.2",
"vite": "^6.2.2"
}
}
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import { Navigate, Route, Routes } from "react-router-dom";
import { useAuth } from "./state/AuthContext";
import Login from "./pages/Login";
import Register from "./pages/Register";
import Game from "./pages/Game";
function Protected({ children }: { children: React.ReactNode }) {
const { user, loading } = useAuth();
if (loading) return <div className="boot">Awakening the void...</div>;
if (!user) return <Navigate to="/login" replace />;
return children;
}
export default function App() {
return (
<Routes>
<Route path="/login" element={<Login />} />
<Route path="/register" element={<Register />} />
<Route
path="/game"
element={
<Protected>
<Game />
</Protected>
}
/>
<Route path="*" element={<Navigate to="/game" replace />} />
</Routes>
);
}
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import type { Character } from "../types";
async function request<T>(path: string, options: RequestInit = {}): Promise<T> {
const res = await fetch(path, {
...options,
credentials: "include",
headers: {
"Content-Type": "application/json",
...(options.headers ?? {}),
},
});
const data = await res.json().catch(() => ({}));
if (!res.ok) {
throw new Error(data.error ?? "Request failed");
}
return data as T;
}
export const api = {
me: () =>
request<{ user: { id: string; email: string }; character: Character }>("/api/auth/me"),
login: (body: { email: string; password: string }) =>
request<{ user: { id: string; email: string }; character: Character }>("/api/auth/login", {
method: "POST",
body: JSON.stringify(body),
}),
register: (body: {
email: string;
password: string;
characterName: string;
specialty: "ZOMBIE" | "SHADOW";
}) =>
request<{ user: { id: string; email: string }; character: Character }>("/api/auth/register", {
method: "POST",
body: JSON.stringify(body),
}),
logout: () => request<{ ok: boolean }>("/api/auth/logout", { method: "POST" }),
allocateStats: (body: { str?: number; dex?: number; int?: number }) =>
request<{ character: Character }>("/api/character/stats", {
method: "POST",
body: JSON.stringify(body),
}),
equip: (inventoryItemId: string, equipped: boolean) =>
request<{ character: Character }>("/api/inventory/equip", {
method: "POST",
body: JSON.stringify({ inventoryItemId, equipped }),
}),
useItem: (inventoryItemId: string) =>
request<{ character: Character }>("/api/inventory/use", {
method: "POST",
body: JSON.stringify({ inventoryItemId }),
}),
};
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import { useState } from "react";
import { api } from "../api/client";
import type { Character } from "../types";
type Props = {
character: Character;
onUpdate: (c: Character) => void;
};
const STAT_INFO = {
str: {
label: "STR",
description:
"Strength. Raises melee strike power in the crypt. Each point spent also increases max HP.",
},
dex: {
label: "DEX",
description:
"Dexterity. Favors Shadow vessels — improves agility and finesse of your legion.",
},
int: {
label: "INT",
description:
"Intellect. Empowers dark magic and summons. Each point spent also raises max energy.",
},
} as const;
export default function CharacterPanel({ character, onUpdate }: Props) {
const [pending, setPending] = useState({ str: 0, dex: 0, int: 0 });
const [busy, setBusy] = useState(false);
const spent = pending.str + pending.dex + pending.int;
const remaining = character.unspentStatPoints - spent;
function bump(stat: "str" | "dex" | "int", delta: number) {
setPending((p) => {
const next = Math.max(0, p[stat] + delta);
const total = Object.values({ ...p, [stat]: next }).reduce((a, b) => a + b, 0);
if (total > character.unspentStatPoints) return p;
return { ...p, [stat]: next };
});
}
async function apply() {
if (spent <= 0) return;
setBusy(true);
try {
const { character: updated } = await api.allocateStats(pending);
onUpdate(updated);
setPending({ str: 0, dex: 0, int: 0 });
} catch (e) {
alert(e instanceof Error ? e.message : "Failed");
} finally {
setBusy(false);
}
}
const armyTotal = character.army.reduce((s, u) => s + u.count, 0);
return (
<section className="panel character-panel">
<header>
<h2>{character.name}</h2>
<p>
Lv {character.level} · {character.specialty} Legion
</p>
</header>
<div className="bars">
<div className="bar">
<span>HP</span>
<div>
<i style={{ width: `${(character.hp / character.maxHp) * 100}%` }} className="hp" />
</div>
<em>
{character.hp}/{character.maxHp}
</em>
</div>
<div className="bar">
<span>Energy</span>
<div>
<i
style={{ width: `${(character.energy / character.maxEnergy) * 100}%` }}
className="en"
/>
</div>
<em>
{character.energy}/{character.maxEnergy}
</em>
</div>
<div className="bar">
<span>XP</span>
<div>
<i style={{ width: `${(character.xp / character.xpToNext) * 100}%` }} className="xp" />
</div>
<em>
{character.xp}/{character.xpToNext}
</em>
</div>
</div>
<div className="stats">
{(["str", "dex", "int"] as const).map((stat) => (
<div key={stat} className="stat-row">
<span className="stat-label" tabIndex={0}>
{STAT_INFO[stat].label}
<span className="stat-tooltip" role="tooltip">
{STAT_INFO[stat].description}
</span>
</span>
<strong>
{character[stat]}
{pending[stat] > 0 ? ` +${pending[stat]}` : ""}
<small> {character.effective[stat] + pending[stat]}</small>
</strong>
<div className="stat-btns">
<button type="button" onClick={() => bump(stat, -1)} disabled={pending[stat] <= 0}>
</button>
<button type="button" onClick={() => bump(stat, 1)} disabled={remaining <= 0}>
+
</button>
</div>
</div>
))}
</div>
<p className="points">
Unspent points: <strong>{remaining}</strong>
</p>
<button type="button" onClick={apply} disabled={busy || spent === 0}>
Apply points
</button>
<div className="army-summary">
<h3>Army ({armyTotal})</h3>
{character.army.length === 0 ? (
<p className="muted">Summon units in the dungeon to grow your legion.</p>
) : (
<ul>
{character.army.map((u) => (
<li key={u.id}>
{u.type} T{u.tier} × {u.count}
</li>
))}
</ul>
)}
</div>
</section>
);
}
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import { useState } from "react";
import type { Character, DungeonState } from "../types";
type Props = {
state: DungeonState;
character: Character;
onMove: (x: number, y: number) => void;
onSummon: (x: number, y: number) => void;
onExit: () => void;
flash?: string | null;
};
export default function DungeonView({
state,
character,
onMove,
onSummon,
onExit,
flash,
}: Props) {
const [mode, setMode] = useState<"move" | "summon">("move");
const cells = [];
for (let y = 0; y < state.height; y++) {
for (let x = 0; x < state.width; x++) {
const enemy = state.enemies.find((e) => e.x === x && e.y === y && e.hp > 0);
const summon = state.summons.find((s) => s.x === x && s.y === y);
const isPlayer = state.playerX === x && state.playerY === y;
cells.push(
<button
key={`${x}-${y}`}
type="button"
className={`dtile ${enemy ? "enemy" : ""} ${summon ? "summon" : ""} ${
isPlayer ? "player" : ""
} ${flash === `${x},${y}` ? "hit" : ""}`}
onClick={() => {
if (state.over) return;
if (enemy || isPlayer || summon) return;
if (mode === "summon") onSummon(x, y);
else onMove(x, y);
}}
title={
enemy
? `${enemy.name} (auto-attack in range)`
: isPlayer
? character.name
: summon
? summon.type
: mode === "summon"
? "Summon here"
: "Move here"
}
>
{isPlayer && <span className="d-avatar self">{character.name[0]}</span>}
{enemy && (
<span className="d-enemy">
<span>{enemy.name.split(" ")[0][0]}</span>
<i style={{ width: `${(enemy.hp / enemy.maxHp) * 100}%` }} />
</span>
)}
{summon && <span className={`d-summon ${summon.type.toLowerCase()}`}></span>}
</button>
);
}
}
return (
<div className="dungeon-shell">
<header className="dungeon-bar">
<div>
<strong>Crypt Floor {state.floor}</strong>
<span> move freely; summons hunt enemies; attacks auto in range</span>
</div>
<div className="dungeon-modes">
<button
type="button"
className={mode === "move" ? "active" : ""}
onClick={() => setMode("move")}
>
Move
</button>
<button
type="button"
className={mode === "summon" ? "active" : ""}
onClick={() => setMode("summon")}
>
Summon {character.specialty === "ZOMBIE" ? "zombie" : "shadow"}
</button>
<button type="button" className="ghost" onClick={onExit}>
Leave portal
</button>
</div>
</header>
<div
className="dungeon-grid"
style={{
gridTemplateColumns: `repeat(${state.width}, var(--dtile))`,
gridTemplateRows: `repeat(${state.height}, var(--dtile))`,
}}
>
{cells}
</div>
<aside className="combat-log">
{state.log.slice(-8).map((line, i) => (
<p key={`${i}-${line}`}>{line}</p>
))}
</aside>
</div>
);
}
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import { useState } from "react";
import { api } from "../api/client";
import type { Character } from "../types";
type Props = {
character: Character;
onUpdate: (c: Character) => void;
};
export default function InventoryPanel({ character, onUpdate }: Props) {
const [busy, setBusy] = useState<string | null>(null);
async function toggleEquip(id: string, equipped: boolean) {
setBusy(id);
try {
const { character: updated } = await api.equip(id, !equipped);
onUpdate(updated);
} catch (e) {
alert(e instanceof Error ? e.message : "Failed");
} finally {
setBusy(null);
}
}
async function useItem(id: string) {
setBusy(id);
try {
const { character: updated } = await api.useItem(id);
onUpdate(updated);
} catch (e) {
alert(e instanceof Error ? e.message : "Failed");
} finally {
setBusy(null);
}
}
return (
<section className="panel inventory-panel">
<header>
<h2>Relics</h2>
<p>{character.inventory.length} carried</p>
</header>
{character.inventory.length === 0 ? (
<p className="muted">Clear dungeon floors to loot items.</p>
) : (
<ul className="inv-list">
{character.inventory.map((inv) => (
<li key={inv.id} className={`rarity-${inv.item.rarity}`}>
<div>
<strong>{inv.item.name}</strong>
<span>
{inv.item.slot}
{inv.quantity > 1 ? ` ×${inv.quantity}` : ""}
{inv.equipped ? " · equipped" : ""}
</span>
<p>{inv.item.description}</p>
<small>
+{inv.item.strBonus} STR · +{inv.item.dexBonus} DEX · +{inv.item.intBonus} INT · +
{inv.item.hpBonus} HP
</small>
</div>
<div className="inv-actions">
{inv.item.slot === "CONSUMABLE" ? (
<button
type="button"
disabled={busy === inv.id}
onClick={() => useItem(inv.id)}
>
Use
</button>
) : (
<button
type="button"
disabled={busy === inv.id}
onClick={() => toggleEquip(inv.id, inv.equipped)}
>
{inv.equipped ? "Unequip" : "Equip"}
</button>
)}
</div>
</li>
))}
</ul>
)}
</section>
);
}
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import type { WorldPlayer } from "../types";
type Props = {
width: number;
height: number;
players: WorldPlayer[];
portal: { x: number; y: number };
selfId: string;
onTileClick: (x: number, y: number) => void;
onPortalClick: () => void;
};
export default function MapView({
width,
height,
players,
portal,
selfId,
onTileClick,
onPortalClick,
}: Props) {
const cells = [];
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const isPortal = x === portal.x && y === portal.y;
const here = players.filter((p) => p.x === x && p.y === y);
const terrain =
(x + y) % 7 === 0 ? "mire" : (x * 3 + y) % 11 === 0 ? "bone" : "soil";
cells.push(
<button
key={`${x}-${y}`}
type="button"
className={`tile ${terrain} ${isPortal ? "portal" : ""}`}
style={{ gridColumn: x + 1, gridRow: y + 1 }}
onClick={() => {
if (isPortal) onPortalClick();
else onTileClick(x, y);
}}
title={isPortal ? "Dungeon Portal" : `(${x}, ${y})`}
>
{isPortal && <span className="portal-glyph" />}
{here.map((p) => (
<span
key={p.characterId}
className={`avatar ${p.specialty.toLowerCase()} ${
p.characterId === selfId ? "self" : ""
}`}
title={p.name}
>
{p.name.slice(0, 1).toUpperCase()}
</span>
))}
</button>
);
}
}
return (
<div className="map-shell">
<div
className="map-grid"
style={{
gridTemplateColumns: `repeat(${width}, var(--tile))`,
gridTemplateRows: `repeat(${height}, var(--tile))`,
}}
>
{cells}
</div>
</div>
);
}
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import { StrictMode } from "react";
import { createRoot } from "react-dom/client";
import { BrowserRouter } from "react-router-dom";
import App from "./App";
import { AuthProvider } from "./state/AuthContext";
import "./styles.css";
createRoot(document.getElementById("root")!).render(
<StrictMode>
<BrowserRouter>
<AuthProvider>
<App />
</AuthProvider>
</BrowserRouter>
</StrictMode>
);
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import { useEffect, useRef, useState } from "react";
import type { Socket } from "socket.io-client";
import { useAuth } from "../state/AuthContext";
import { connectGameSocket } from "../sockets/gameSocket";
import MapView from "../components/MapView";
import DungeonView from "../components/DungeonView";
import CharacterPanel from "../components/CharacterPanel";
import InventoryPanel from "../components/InventoryPanel";
import type { DungeonState, WorldPlayer } from "../types";
export default function Game() {
const { character, setCharacter, logout, user } = useAuth();
const socketRef = useRef<Socket | null>(null);
const [players, setPlayers] = useState<WorldPlayer[]>([]);
const [portal, setPortal] = useState({ x: 20, y: 15 });
const [mapSize, setMapSize] = useState({ width: 40, height: 30 });
const [dungeon, setDungeon] = useState<DungeonState | null>(null);
const [zone, setZone] = useState<"WORLD" | "DUNGEON">(
character?.currentZone ?? "WORLD"
);
const [toast, setToast] = useState<string | null>(null);
const [flash, setFlash] = useState<string | null>(null);
const [sidebar, setSidebar] = useState<"char" | "inv">("char");
useEffect(() => {
if (!character) return;
const socket = connectGameSocket({
onPlayers: (data) => {
setPlayers(data.players);
setPortal(data.portal);
setMapSize(data.map);
},
onCharacter: (c) => setCharacter(c),
onDungeon: (s) => {
setDungeon(s);
setZone("DUNGEON");
},
onZone: (z) => {
setZone(z.zone as "WORLD" | "DUNGEON");
if (z.zone === "WORLD") setDungeon(null);
},
onReward: (r) => {
setToast(
`Victory! +${r.xp} XP` +
(r.leveled ? ` · leveled ${r.leveled}×` : "") +
(r.loot ? ` · loot: ${r.loot}` : "")
);
},
onError: (msg) => setToast(msg),
});
socketRef.current = socket;
setZone(character.currentZone);
return () => {
socket.disconnect();
socketRef.current = null;
};
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [user?.id]);
useEffect(() => {
if (!toast) return;
const t = setTimeout(() => setToast(null), 4000);
return () => clearTimeout(t);
}, [toast]);
// Flash enemy tiles when HP drops (auto combat feedback)
useEffect(() => {
if (!dungeon || zone !== "DUNGEON") return;
const wounded = dungeon.enemies.find((e) => e.hp < e.maxHp && e.hp > 0);
if (!wounded) return;
setFlash(`${wounded.x},${wounded.y}`);
const t = setTimeout(() => setFlash(null), 280);
return () => clearTimeout(t);
}, [dungeon?.log.length, zone]); // eslint-disable-line react-hooks/exhaustive-deps
if (!character) {
return <div className="boot">Loading vessel...</div>;
}
function move(x: number, y: number) {
socketRef.current?.emit("player:move", { x, y });
}
function enterPortal() {
socketRef.current?.emit("player:enter_dungeon");
}
function dungeonMove(x: number, y: number) {
socketRef.current?.emit("dungeon:move", { x, y });
}
function summon(x: number, y: number) {
socketRef.current?.emit("dungeon:summon", { x, y });
}
function exitDungeon() {
socketRef.current?.emit("player:exit_dungeon");
}
return (
<div className="game-root">
<header className="topbar">
<div className="brand-inline">
<span>Soulless Necromancer</span>
<small>
{character.name} · {zone === "WORLD" ? "Waking Map" : `Crypt ${dungeon?.floor ?? ""}`}
</small>
</div>
<div className="top-actions">
<button
type="button"
className={sidebar === "char" ? "active" : ""}
onClick={() => setSidebar("char")}
>
Vessel
</button>
<button
type="button"
className={sidebar === "inv" ? "active" : ""}
onClick={() => setSidebar("inv")}
>
Relics
</button>
<button type="button" className="ghost" onClick={() => logout()}>
Sever
</button>
</div>
</header>
<div className="game-layout">
<main className="stage">
{zone === "DUNGEON" && dungeon ? (
<DungeonView
state={dungeon}
character={character}
onMove={dungeonMove}
onSummon={summon}
onExit={exitDungeon}
flash={flash}
/>
) : (
<>
<p className="map-hint">
Click any tile to move. Reach the pulsing portal (stand next to it) to enter the
crypt.
</p>
<MapView
width={mapSize.width}
height={mapSize.height}
players={players}
portal={portal}
selfId={character.id}
onTileClick={move}
onPortalClick={enterPortal}
/>
</>
)}
</main>
<aside className="side">
{sidebar === "char" ? (
<CharacterPanel character={character} onUpdate={setCharacter} />
) : (
<InventoryPanel character={character} onUpdate={setCharacter} />
)}
</aside>
</div>
{toast && <div className="toast">{toast}</div>}
</div>
);
}
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import { useState, type FormEvent } from "react";
import { Link, Navigate } from "react-router-dom";
import { useAuth } from "../state/AuthContext";
export default function Login() {
const { login, user, loading } = useAuth();
const [email, setEmail] = useState("");
const [password, setPassword] = useState("");
const [error, setError] = useState("");
const [busy, setBusy] = useState(false);
if (!loading && user) return <Navigate to="/game" replace />;
async function onSubmit(e: FormEvent) {
e.preventDefault();
setError("");
setBusy(true);
try {
await login(email, password);
} catch (err) {
setError(err instanceof Error ? err.message : "Login failed");
} finally {
setBusy(false);
}
}
return (
<div className="auth-page">
<div className="auth-mist" aria-hidden />
<form className="auth-panel" onSubmit={onSubmit}>
<p className="brand">Soulless Necromancer</p>
<h1>Return to the wake</h1>
<p className="lede">Sign in to reclaim your army.</p>
{error && <p className="error">{error}</p>}
<label>
Email
<input
type="email"
value={email}
onChange={(e) => setEmail(e.target.value)}
required
autoComplete="email"
/>
</label>
<label>
Password
<input
type="password"
value={password}
onChange={(e) => setPassword(e.target.value)}
required
autoComplete="current-password"
/>
</label>
<button type="submit" disabled={busy}>
{busy ? "Binding..." : "Enter"}
</button>
<p className="auth-switch">
No vessel yet? <Link to="/register">Register</Link>
</p>
</form>
</div>
);
}
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import { useState, type FormEvent } from "react";
import { Link, Navigate } from "react-router-dom";
import { useAuth } from "../state/AuthContext";
import type { Specialty } from "../types";
export default function Register() {
const { register, user, loading } = useAuth();
const [email, setEmail] = useState("");
const [password, setPassword] = useState("");
const [characterName, setCharacterName] = useState("");
const [specialty, setSpecialty] = useState<Specialty>("ZOMBIE");
const [error, setError] = useState("");
const [busy, setBusy] = useState(false);
if (!loading && user) return <Navigate to="/game" replace />;
async function onSubmit(e: FormEvent) {
e.preventDefault();
setError("");
setBusy(true);
try {
await register({ email, password, characterName, specialty });
} catch (err) {
setError(err instanceof Error ? err.message : "Register failed");
} finally {
setBusy(false);
}
}
return (
<div className="auth-page">
<div className="auth-mist" aria-hidden />
<form className="auth-panel" onSubmit={onSubmit}>
<p className="brand">Soulless Necromancer</p>
<h1>Forge a vessel</h1>
<p className="lede">Choose your legion and step onto the waking map.</p>
{error && <p className="error">{error}</p>}
<label>
Email
<input
type="email"
value={email}
onChange={(e) => setEmail(e.target.value)}
required
/>
</label>
<label>
Password
<input
type="password"
value={password}
onChange={(e) => setPassword(e.target.value)}
minLength={6}
required
/>
</label>
<label>
Character name
<input
value={characterName}
onChange={(e) => setCharacterName(e.target.value)}
minLength={2}
maxLength={20}
required
/>
</label>
<fieldset className="specialty">
<legend>Specialty</legend>
<label className={specialty === "ZOMBIE" ? "selected" : ""}>
<input
type="radio"
name="specialty"
checked={specialty === "ZOMBIE"}
onChange={() => setSpecialty("ZOMBIE")}
/>
<span>
<strong>Zombie Legion</strong>
Brute strength and bone-crushing ranks.
</span>
</label>
<label className={specialty === "SHADOW" ? "selected" : ""}>
<input
type="radio"
name="specialty"
checked={specialty === "SHADOW"}
onChange={() => setSpecialty("SHADOW")}
/>
<span>
<strong>Shadow Legion</strong>
Swift shades fueled by dark intellect.
</span>
</label>
</fieldset>
<button type="submit" disabled={busy}>
{busy ? "Binding soul..." : "Awaken"}
</button>
<p className="auth-switch">
Already bound? <Link to="/login">Login</Link>
</p>
</form>
</div>
);
}
+31
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import { io, type Socket } from "socket.io-client";
import type { Character, DungeonState, WorldPlayer } from "../types";
export type GameHandlers = {
onPlayers: (data: {
players: WorldPlayer[];
portal: { x: number; y: number };
map: { width: number; height: number };
}) => void;
onCharacter: (c: Character) => void;
onDungeon: (s: DungeonState) => void;
onZone: (z: { zone: string; won?: boolean }) => void;
onReward: (r: { xp: number; leveled: number; loot: string | null; nextFloor: number }) => void;
onError: (msg: string) => void;
};
export function connectGameSocket(handlers: GameHandlers): Socket {
const socket = io("/", {
withCredentials: true,
transports: ["websocket", "polling"],
});
socket.on("world:players", handlers.onPlayers);
socket.on("character:update", handlers.onCharacter);
socket.on("dungeon:state", handlers.onDungeon);
socket.on("zone:change", handlers.onZone);
socket.on("dungeon:reward", handlers.onReward);
socket.on("error:message", handlers.onError);
return socket;
}
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import {
createContext,
useCallback,
useContext,
useEffect,
useMemo,
useState,
type ReactNode,
} from "react";
import { api } from "../api/client";
import type { Character } from "../types";
type AuthState = {
user: { id: string; email: string } | null;
character: Character | null;
loading: boolean;
setCharacter: (c: Character | null) => void;
login: (email: string, password: string) => Promise<void>;
register: (data: {
email: string;
password: string;
characterName: string;
specialty: "ZOMBIE" | "SHADOW";
}) => Promise<void>;
logout: () => Promise<void>;
refresh: () => Promise<void>;
};
const AuthContext = createContext<AuthState | null>(null);
export function AuthProvider({ children }: { children: ReactNode }) {
const [user, setUser] = useState<{ id: string; email: string } | null>(null);
const [character, setCharacter] = useState<Character | null>(null);
const [loading, setLoading] = useState(true);
const refresh = useCallback(async () => {
try {
const data = await api.me();
setUser(data.user);
setCharacter(data.character);
} catch {
setUser(null);
setCharacter(null);
} finally {
setLoading(false);
}
}, []);
useEffect(() => {
void refresh();
}, [refresh]);
const login = useCallback(async (email: string, password: string) => {
const data = await api.login({ email, password });
setUser(data.user);
setCharacter(data.character);
}, []);
const register = useCallback(
async (payload: {
email: string;
password: string;
characterName: string;
specialty: "ZOMBIE" | "SHADOW";
}) => {
const data = await api.register(payload);
setUser(data.user);
setCharacter(data.character);
},
[]
);
const logout = useCallback(async () => {
await api.logout();
setUser(null);
setCharacter(null);
}, []);
const value = useMemo(
() => ({
user,
character,
loading,
setCharacter,
login,
register,
logout,
refresh,
}),
[user, character, loading, login, register, logout, refresh]
);
return <AuthContext.Provider value={value}>{children}</AuthContext.Provider>;
}
export function useAuth() {
const ctx = useContext(AuthContext);
if (!ctx) throw new Error("useAuth outside provider");
return ctx;
}
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:root {
--bg-deep: #0b100e;
--bg-mid: #121a16;
--fog: #1a2820;
--bone: #c9b896;
--bone-dim: #8a7a5c;
--mire: #24352c;
--accent: #6b8f4e;
--accent-bright: #9fc47a;
--blood: #8b3a3a;
--energy: #4a7a6a;
--danger: #c45a4a;
--text: #e6e0d4;
--muted: #9a9284;
--panel: rgba(14, 20, 17, 0.92);
--line: rgba(201, 184, 150, 0.18);
--tile: 18px;
--dtile: 42px;
--font-display: "Cinzel Decorative", serif;
--font-body: "Source Sans 3", sans-serif;
}
* {
box-sizing: border-box;
}
html,
body,
#root {
margin: 0;
min-height: 100%;
background: var(--bg-deep);
color: var(--text);
font-family: var(--font-body);
}
button,
input {
font: inherit;
}
a {
color: var(--accent-bright);
}
.boot {
min-height: 100vh;
display: grid;
place-items: center;
font-family: var(--font-display);
letter-spacing: 0.04em;
color: var(--bone);
}
/* Auth */
.auth-page {
min-height: 100vh;
display: grid;
place-items: center;
position: relative;
padding: 2rem;
background:
radial-gradient(ellipse 80% 60% at 50% 20%, rgba(107, 143, 78, 0.12), transparent 55%),
linear-gradient(180deg, #0e1612 0%, #0b100e 55%, #080c0a 100%);
overflow: hidden;
}
.auth-mist {
position: absolute;
inset: -20%;
background:
radial-gradient(circle at 20% 40%, rgba(74, 122, 106, 0.15), transparent 40%),
radial-gradient(circle at 80% 60%, rgba(139, 58, 58, 0.1), transparent 35%);
animation: drift 18s ease-in-out infinite alternate;
pointer-events: none;
}
@keyframes drift {
from {
transform: translate(-2%, -1%) scale(1);
}
to {
transform: translate(2%, 2%) scale(1.05);
}
}
.auth-panel {
position: relative;
width: min(420px, 100%);
padding: 2rem 1.75rem;
background: var(--panel);
border: 1px solid var(--line);
display: flex;
flex-direction: column;
gap: 0.85rem;
animation: rise 0.7s ease-out;
}
@keyframes rise {
from {
opacity: 0;
transform: translateY(12px);
}
to {
opacity: 1;
transform: none;
}
}
.brand {
margin: 0;
font-family: var(--font-display);
font-size: 1.35rem;
color: var(--bone);
letter-spacing: 0.03em;
}
.auth-panel h1 {
margin: 0;
font-size: 1.15rem;
font-weight: 600;
color: var(--text);
}
.lede,
.muted {
margin: 0;
color: var(--muted);
font-size: 0.95rem;
}
.auth-panel label {
display: flex;
flex-direction: column;
gap: 0.35rem;
font-size: 0.85rem;
color: var(--muted);
}
.auth-panel input[type="email"],
.auth-panel input[type="password"],
.auth-panel input[type="text"],
.auth-panel input:not([type]) {
background: #0a0f0c;
border: 1px solid var(--line);
color: var(--text);
padding: 0.65rem 0.75rem;
outline: none;
}
.auth-panel input:focus {
border-color: var(--accent);
}
.auth-panel button[type="submit"],
.panel > button,
.inv-actions button,
.stat-btns button,
.top-actions button,
.dungeon-bar button,
.ghost {
cursor: pointer;
border: 1px solid var(--line);
background: linear-gradient(180deg, #1c2a22, #141c18);
color: var(--text);
padding: 0.6rem 0.9rem;
}
.auth-panel button[type="submit"]:hover,
.panel > button:hover,
.inv-actions button:hover,
.top-actions button:hover {
border-color: var(--accent);
color: var(--accent-bright);
}
.auth-panel button:disabled,
.panel > button:disabled {
opacity: 0.5;
cursor: not-allowed;
}
.error {
margin: 0;
color: var(--danger);
font-size: 0.9rem;
}
.auth-switch {
margin: 0.25rem 0 0;
font-size: 0.9rem;
color: var(--muted);
}
.specialty {
border: 1px solid var(--line);
padding: 0.75rem;
display: flex;
flex-direction: column;
gap: 0.5rem;
margin: 0;
}
.specialty legend {
padding: 0 0.35rem;
color: var(--bone-dim);
}
.specialty > label {
flex-direction: row;
align-items: flex-start;
gap: 0.65rem;
padding: 0.55rem;
border: 1px solid transparent;
cursor: pointer;
}
.specialty > label.selected {
border-color: var(--accent);
background: rgba(107, 143, 78, 0.08);
}
.specialty input {
margin-top: 0.25rem;
}
.specialty strong {
display: block;
color: var(--text);
}
/* Game shell */
.game-root {
min-height: 100vh;
display: flex;
flex-direction: column;
background:
radial-gradient(ellipse 100% 70% at 50% -10%, rgba(36, 53, 44, 0.55), transparent 50%),
var(--bg-deep);
}
.topbar {
display: flex;
justify-content: space-between;
align-items: center;
gap: 1rem;
padding: 0.75rem 1rem;
border-bottom: 1px solid var(--line);
background: rgba(8, 12, 10, 0.85);
backdrop-filter: blur(6px);
z-index: 2;
}
.brand-inline {
display: flex;
flex-direction: column;
gap: 0.1rem;
}
.brand-inline span {
font-family: var(--font-display);
font-size: 1.05rem;
color: var(--bone);
}
.brand-inline small {
color: var(--muted);
}
.top-actions {
display: flex;
gap: 0.4rem;
flex-wrap: wrap;
}
.top-actions button.active {
border-color: var(--accent);
color: var(--accent-bright);
}
.game-layout {
flex: 1;
display: grid;
grid-template-columns: 1fr min(320px, 34vw);
min-height: 0;
}
.stage {
position: relative;
overflow: auto;
padding: 0.75rem;
background:
linear-gradient(180deg, rgba(11, 16, 14, 0.2), rgba(11, 16, 14, 0.6)),
repeating-linear-gradient(
0deg,
transparent,
transparent 3px,
rgba(255, 255, 255, 0.01) 3px,
rgba(255, 255, 255, 0.01) 4px
);
}
.map-hint {
margin: 0 0 0.5rem;
color: var(--muted);
font-size: 0.9rem;
}
.map-shell {
width: max-content;
max-width: 100%;
border: 1px solid var(--line);
box-shadow: inset 0 0 80px rgba(0, 0, 0, 0.45);
animation: fade-in 0.5s ease;
}
@keyframes fade-in {
from {
opacity: 0;
}
to {
opacity: 1;
}
}
.map-grid {
display: grid;
background: #0a0f0c;
}
.tile {
width: var(--tile);
height: var(--tile);
padding: 0;
border: 0;
position: relative;
cursor: pointer;
background: #162018;
}
.tile.soil {
background: #15201a;
}
.tile.mire {
background: #1a2a22;
}
.tile.bone {
background: #1e2620;
}
.tile:hover {
outline: 1px solid rgba(159, 196, 122, 0.35);
z-index: 1;
}
.tile.portal {
background: radial-gradient(circle at center, #2a3f30 0%, #0f1612 70%);
animation: pulse-portal 2.4s ease-in-out infinite;
}
@keyframes pulse-portal {
0%,
100% {
box-shadow: inset 0 0 6px rgba(107, 143, 78, 0.35);
}
50% {
box-shadow: inset 0 0 14px rgba(159, 196, 122, 0.65);
}
}
.portal-glyph {
position: absolute;
inset: 2px;
border: 1px solid rgba(159, 196, 122, 0.5);
border-radius: 50%;
}
.avatar {
position: absolute;
inset: 1px;
display: grid;
place-items: center;
font-size: 9px;
font-weight: 700;
border-radius: 2px;
background: #3a2e24;
color: var(--bone);
z-index: 2;
}
.avatar.zombie {
background: #2f4a2a;
}
.avatar.shadow {
background: #1e2c36;
}
.avatar.self {
outline: 1px solid var(--accent-bright);
animation: bob 1.8s ease-in-out infinite;
}
@keyframes bob {
0%,
100% {
transform: translateY(0);
}
50% {
transform: translateY(-1px);
}
}
.side {
border-left: 1px solid var(--line);
background: var(--panel);
overflow: auto;
padding: 1rem;
}
.panel header h2 {
margin: 0;
font-family: var(--font-display);
font-size: 1.1rem;
color: var(--bone);
}
.panel header p {
margin: 0.2rem 0 1rem;
color: var(--muted);
font-size: 0.85rem;
}
.bars {
display: flex;
flex-direction: column;
gap: 0.45rem;
margin-bottom: 1rem;
}
.bar {
display: grid;
grid-template-columns: 54px 1fr 70px;
align-items: center;
gap: 0.4rem;
font-size: 0.78rem;
color: var(--muted);
}
.bar div {
height: 8px;
background: #0a0f0c;
border: 1px solid var(--line);
overflow: hidden;
}
.bar i {
display: block;
height: 100%;
}
.bar i.hp {
background: var(--blood);
}
.bar i.en {
background: var(--energy);
}
.bar i.xp {
background: var(--accent);
}
.bar em {
font-style: normal;
text-align: right;
}
.stats {
display: flex;
flex-direction: column;
gap: 0.4rem;
}
.stat-row {
display: grid;
grid-template-columns: 40px 1fr auto;
align-items: center;
gap: 0.4rem;
font-size: 0.9rem;
}
.stat-label {
position: relative;
cursor: help;
border-bottom: 1px dotted var(--bone-dim);
color: var(--bone);
width: fit-content;
}
.stat-tooltip {
position: absolute;
left: 0;
bottom: calc(100% + 8px);
z-index: 10;
width: max-content;
max-width: 220px;
padding: 0.55rem 0.65rem;
background: #0f1612;
border: 1px solid var(--accent);
color: var(--text);
font-size: 0.78rem;
line-height: 1.35;
font-weight: 400;
letter-spacing: 0;
text-transform: none;
opacity: 0;
visibility: hidden;
transform: translateY(4px);
transition: opacity 0.15s ease, transform 0.15s ease, visibility 0.15s;
pointer-events: none;
box-shadow: 0 6px 18px rgba(0, 0, 0, 0.45);
}
.stat-label:hover .stat-tooltip,
.stat-label:focus-visible .stat-tooltip {
opacity: 1;
visibility: visible;
transform: translateY(0);
}
.stat-row small {
color: var(--muted);
font-weight: 400;
}
.stat-btns {
display: flex;
gap: 0.25rem;
}
.stat-btns button {
width: 28px;
padding: 0.2rem;
}
.points {
margin: 0.75rem 0;
color: var(--muted);
}
.army-summary {
margin-top: 1.25rem;
padding-top: 1rem;
border-top: 1px solid var(--line);
}
.army-summary h3 {
margin: 0 0 0.5rem;
font-size: 0.95rem;
color: var(--bone-dim);
}
.army-summary ul {
margin: 0;
padding-left: 1.1rem;
color: var(--text);
}
.inv-list {
list-style: none;
margin: 0;
padding: 0;
display: flex;
flex-direction: column;
gap: 0.75rem;
}
.inv-list li {
display: flex;
justify-content: space-between;
gap: 0.75rem;
padding: 0.75rem;
border: 1px solid var(--line);
background: rgba(10, 15, 12, 0.7);
}
.inv-list strong {
display: block;
color: var(--bone);
}
.inv-list span {
color: var(--muted);
font-size: 0.8rem;
}
.inv-list p {
margin: 0.35rem 0;
font-size: 0.85rem;
color: var(--text);
}
.inv-list small {
color: var(--muted);
}
.rarity-uncommon strong {
color: var(--accent-bright);
}
.rarity-rare strong {
color: #d4a574;
}
/* Dungeon */
.dungeon-shell {
display: flex;
flex-direction: column;
gap: 0.75rem;
animation: fade-in 0.4s ease;
}
.dungeon-bar {
display: flex;
justify-content: space-between;
align-items: center;
gap: 1rem;
color: var(--muted);
font-size: 0.9rem;
flex-wrap: wrap;
}
.dungeon-modes {
display: flex;
gap: 0.4rem;
flex-wrap: wrap;
}
.dungeon-modes button.active {
border-color: var(--accent);
color: var(--accent-bright);
}
.dungeon-bar strong {
color: var(--bone);
}
.dungeon-grid {
display: grid;
width: max-content;
border: 1px solid var(--line);
background: #0c1210;
}
.dtile {
width: var(--dtile);
height: var(--dtile);
border: 1px solid rgba(201, 184, 150, 0.08);
background: #152019;
position: relative;
padding: 0;
cursor: crosshair;
}
.dtile:hover {
background: #1a2820;
}
.dtile.enemy:hover {
background: #2a1a1a;
}
.dtile.hit {
animation: hitflash 0.28s ease;
}
@keyframes hitflash {
from {
background: #6b3a3a;
}
to {
background: #152019;
}
}
.d-avatar,
.d-enemy,
.d-summon {
position: absolute;
inset: 4px;
display: grid;
place-items: center;
font-weight: 700;
font-size: 0.85rem;
}
.d-avatar.self {
background: #2f4a2a;
color: var(--bone);
outline: 1px solid var(--accent-bright);
}
.d-enemy {
background: #4a2424;
color: #f0d0d0;
}
.d-enemy i {
position: absolute;
left: 0;
bottom: 0;
height: 3px;
background: var(--danger);
}
.d-summon.zombie {
background: #355233;
color: #cfe0c4;
}
.d-summon.shadow {
background: #243640;
color: #c5d6e0;
}
.combat-log {
max-width: 560px;
padding: 0.75rem;
border: 1px solid var(--line);
background: rgba(10, 15, 12, 0.8);
max-height: 160px;
overflow: auto;
}
.combat-log p {
margin: 0.2rem 0;
font-size: 0.85rem;
color: var(--muted);
}
.toast {
position: fixed;
bottom: 1.25rem;
left: 50%;
transform: translateX(-50%);
background: #1a2820;
border: 1px solid var(--accent);
color: var(--text);
padding: 0.75rem 1.2rem;
z-index: 20;
animation: rise 0.35s ease;
}
@media (max-width: 900px) {
.game-layout {
grid-template-columns: 1fr;
grid-template-rows: minmax(50vh, 1fr) auto;
}
.side {
border-left: 0;
border-top: 1px solid var(--line);
max-height: 42vh;
}
:root {
--tile: 14px;
--dtile: 32px;
}
}
+94
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export type Specialty = "ZOMBIE" | "SHADOW";
export type Zone = "WORLD" | "DUNGEON";
export type ItemData = {
id: string;
key: string;
name: string;
description: string;
slot: string;
strBonus: number;
dexBonus: number;
intBonus: number;
hpBonus: number;
rarity: string;
};
export type InventoryEntry = {
id: string;
equipped: boolean;
quantity: number;
item: ItemData;
};
export type ArmyUnit = {
id: string;
type: Specialty;
tier: number;
count: number;
};
export type Character = {
id: string;
name: string;
specialty: Specialty;
level: number;
xp: number;
xpToNext: number;
unspentStatPoints: number;
hp: number;
maxHp: number;
energy: number;
maxEnergy: number;
str: number;
dex: number;
int: number;
effective: { str: number; dex: number; int: number; maxHp: number; maxEnergy: number };
mapX: number;
mapY: number;
currentZone: Zone;
dungeonFloor: number;
inventory: InventoryEntry[];
army: ArmyUnit[];
};
export type WorldPlayer = {
characterId: string;
name: string;
specialty: string;
x: number;
y: number;
};
export type Enemy = {
id: string;
name: string;
x: number;
y: number;
hp: number;
maxHp: number;
atk: number;
};
export type DungeonState = {
characterId: string;
floor: number;
width: number;
height: number;
playerX: number;
playerY: number;
energy: number;
enemies: Enemy[];
summons: Array<{
id: string;
type: string;
x: number;
y: number;
hp: number;
maxHp: number;
atk: number;
}>;
log: string[];
over: boolean;
won: boolean;
};
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/// <reference types="vite/client" />
+21
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@@ -0,0 +1,21 @@
{
"compilerOptions": {
"target": "ES2022",
"useDefineForClassFields": true,
"lib": ["ES2022", "DOM", "DOM.Iterable"],
"module": "ESNext",
"skipLibCheck": true,
"moduleResolution": "bundler",
"allowImportingTsExtensions": true,
"isolatedModules": true,
"moduleDetection": "force",
"noEmit": true,
"jsx": "react-jsx",
"strict": true,
"noUnusedLocals": false,
"noUnusedParameters": false,
"noFallthroughCasesInSwitch": true,
"noUncheckedSideEffectImports": true
},
"include": ["src"]
}
+19
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import { defineConfig } from "vite";
import react from "@vitejs/plugin-react";
export default defineConfig({
plugins: [react()],
server: {
port: 5173,
proxy: {
"/api": {
target: "http://localhost:3001",
changeOrigin: true,
},
"/socket.io": {
target: "http://localhost:3001",
ws: true,
},
},
},
});