style: clean up and reorganize lootbox component styles
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3 changed files with 286 additions and 166 deletions
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@ -25,25 +25,12 @@ export default class LootboxOpeningComponent {
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lootbox: LootBox | null = null;
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isLoading = true;
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error = '';
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// UI State
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isOpening = false;
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isOpen = false;
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wonReward: Reward | null = null;
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strip: Reward[] = [];
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stripTranslateX = 0;
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stripTransition = 'none';
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// Config
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readonly visibleCount = 7;
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readonly rewardWidth = 120;
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readonly stripLength = 200;
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readonly ticks = 60;
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readonly minTickMs = 30;
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readonly maxTickMs = 180;
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private tickIndex = 0;
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private stopIndex = 0;
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private center = Math.floor(this.visibleCount / 2);
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private animationTimeout: any;
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prizeList: Reward[] = [];
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constructor(
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private route: ActivatedRoute,
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@ -75,68 +62,84 @@ export default class LootboxOpeningComponent {
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openLootbox() {
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if (!this.lootbox || this.isOpening) return;
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this.isOpening = true;
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this.isOpen = false;
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this.wonReward = null;
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this.stripTransition = 'none';
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this.stripTranslateX = 0;
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this.prizeList = []; // Clear previous prizes
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this.cdr.detectChanges();
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this.lootboxService.purchaseLootBox(this.lootbox.id).subscribe({
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next: (reward) => this.startSlidingAnimation(reward),
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error: () => {
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const rewards = this.lootbox!.rewards;
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const fallback = rewards[Math.floor(Math.random() * rewards.length)];
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this.startSlidingAnimation(fallback);
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// Short delay to ensure animation plays from the beginning
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setTimeout(() => {
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this.lootboxService.purchaseLootBox(this.lootbox!.id).subscribe({
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next: (reward) => {
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this.wonReward = reward;
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this.generateCasePrizes(reward);
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this.isOpening = false;
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this.isOpen = true;
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this.cdr.detectChanges();
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},
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error: () => {
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// Fallback if API fails
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const rewards = this.lootbox!.rewards;
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const fallback = rewards[Math.floor(Math.random() * rewards.length)];
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this.wonReward = fallback;
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this.generateCasePrizes(fallback);
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this.isOpening = false;
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this.isOpen = true;
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this.cdr.detectChanges();
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}
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});
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}, 100);
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}
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generateCasePrizes(wonReward: Reward) {
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if (!this.lootbox) return;
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// Create a case opening display with fewer prizes to fit on screen without scrolling
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const prizeCount = 9; // Total number of prizes to show (odd number to have center prize)
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const winningPosition = Math.floor(prizeCount / 2); // Position of the winning prize (middle)
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// Get possible rewards from the lootbox
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const possibleRewards = this.lootbox.rewards;
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// Generate an array of random rewards
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let items: Reward[] = [];
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for (let i = 0; i < prizeCount; i++) {
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// Special handling for the winning position
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if (i === winningPosition) {
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items.push(wonReward);
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} else {
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// For all other positions, choose a random reward
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// Weight rarer items to appear less frequently
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const randomReward = this.getWeightedRandomReward(possibleRewards);
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items.push(randomReward);
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}
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});
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}
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private startSlidingAnimation(won: Reward) {
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// Fill the strip with shuffled rewards, repeat as needed
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const rewards = this.lootbox!.rewards;
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let strip: Reward[] = [];
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while (strip.length < this.stripLength) {
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strip = strip.concat(shuffle(rewards));
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}
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// Place the won reward at the final center position
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this.center = Math.floor(this.visibleCount / 2);
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this.stopIndex = this.ticks + this.center;
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strip[this.stopIndex] = won;
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this.strip = strip;
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this.stripTransition = 'none';
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this.stripTranslateX = 0;
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this.tickIndex = 0;
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this.cdr.detectChanges();
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this.stepSliding();
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this.prizeList = items;
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}
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private stepSliding() {
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if (this.tickIndex > this.ticks) {
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// Animation done
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this.stripTransition = 'none';
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this.stripTranslateX = -((this.stopIndex - this.center) * this.rewardWidth);
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this.isOpening = false;
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this.wonReward = this.strip[this.stopIndex];
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this.cdr.detectChanges();
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return;
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getWeightedRandomReward(rewards: Reward[]): Reward {
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// Create a weighted distribution based on probabilities
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const totalProbability = rewards.reduce((sum, reward) => sum + reward.probability, 0);
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const randomValue = Math.random() * totalProbability;
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let cumulativeProbability = 0;
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for (const reward of rewards) {
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cumulativeProbability += reward.probability;
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if (randomValue <= cumulativeProbability) {
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return { ...reward }; // Return a copy of the reward
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}
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}
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// Ease-out: slow down at the end
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const progress = this.tickIndex / this.ticks;
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const eased = 1 - Math.pow(1 - progress, 2.5);
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const currentIndex = Math.round(eased * (this.stopIndex - this.center));
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this.stripTransition = 'transform 0.12s cubic-bezier(0.4,0.7,0.5,1)';
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this.stripTranslateX = -(currentIndex * this.rewardWidth);
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this.cdr.detectChanges();
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// Calculate next tick interval
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const tickMs = this.minTickMs + (this.maxTickMs - this.minTickMs) * eased;
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this.tickIndex++;
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this.animationTimeout = setTimeout(() => this.stepSliding(), tickMs);
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// Fallback, should never reach here
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return { ...rewards[0] };
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}
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openAgain() {
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this.isOpening = false;
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this.isOpen = false;
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this.wonReward = null;
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this.strip = [];
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this.stripTranslateX = 0;
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this.stripTransition = 'none';
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this.prizeList = [];
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this.cdr.detectChanges();
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}
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@ -149,8 +152,18 @@ export default class LootboxOpeningComponent {
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}
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getRarityClass(prob: number): string {
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if (prob <= 0.1) return 'text-yellow-400';
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if (prob <= 0.3) return 'text-purple-400';
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return 'text-blue-400';
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if (prob <= 0.1) return 'text-yellow-400 border-yellow-400';
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if (prob <= 0.3) return 'text-purple-400 border-purple-400';
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return 'text-blue-400 border-blue-400';
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}
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isWonReward(reward: Reward): boolean {
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if (!this.wonReward) {
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return false;
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}
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return reward.id === this.wonReward.id &&
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reward.value === this.wonReward.value &&
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reward.probability === this.wonReward.probability;
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}
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}
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