draft of new mode

This commit is contained in:
smaubio
2025-11-28 16:45:49 +01:00
parent 375150203d
commit cff227ac68
4 changed files with 744 additions and 7 deletions

View File

@@ -40,6 +40,7 @@ contract Game {
uint initialBet;
uint gameId;
bool isActive;
string gameMode; // "classic" for this contract
}
// Mapping from game ID to game state
@@ -112,6 +113,7 @@ contract Game {
games[gameId].gameId = gameId;
games[gameId].isActive = true;
games[gameId].gameMode = "classic";
gameIds.push(gameId);
return gameId;
@@ -454,7 +456,8 @@ contract Game {
uint initialBet,
Outcomes outcome,
bool isActive,
uint returnGameId
uint returnGameId,
string memory gameMode
)
{
GameState storage game = games[gameId];
@@ -465,7 +468,8 @@ contract Game {
game.initialBet,
game.outcome,
game.isActive,
game.gameId
game.gameId,
game.gameMode
);
}

View File

@@ -0,0 +1,709 @@
// SPDX-License-Identifier: MIT
pragma solidity >=0.7.3;
contract GameMinusOne {
uint public constant BET_MIN = 1e16; // The minimum bet (0.01 ETH)
uint public constant REVEAL_TIMEOUT = 10 minutes; // Max delay of revelation phase
uint public constant COMMIT_TIMEOUT = 10 minutes; // Max delay of commit phase
uint public constant WITHDRAW_TIMEOUT = 10 minutes; // Max delay for withdrawal phase
enum Moves {
None,
Rock,
Paper,
Scissors
}
enum Outcomes {
None,
PlayerA,
PlayerB,
Draw,
PlayerATimeout,
PlayerBTimeout
} // Possible outcomes
enum GamePhase {
Registration, // Waiting for players
InitialCommit, // Players commit 2 moves each
FirstReveal, // Players reveal both moves
Withdrawal, // Players choose which move to withdraw
FinalCommit, // Players commit their remaining move again (for fairness)
FinalReveal, // Players reveal final move
Completed // Game finished
}
struct Player {
address payable addr;
uint bet;
// Initial phase - 2 moves
bytes32 encrMove1;
bytes32 encrMove2;
Moves move1;
Moves move2;
// Withdrawal phase
uint withdrawnMoveIndex; // 1 or 2
// Final phase
bytes32 encrFinalMove;
Moves finalMove;
string nickname;
}
struct GameState {
Player playerA;
Player playerB;
Outcomes outcome;
GamePhase phase;
uint firstCommit;
uint firstReveal;
uint firstWithdraw;
uint firstFinalCommit;
uint firstFinalReveal;
uint initialBet;
uint gameId;
bool isActive;
string gameMode; // "minusone" for this contract
}
// Mapping from game ID to game state
mapping(uint => GameState) private games;
// Array to track all game IDs (for enumeration)
uint[] private gameIds;
// Counter for generating unique game IDs
uint private nextGameId = 1;
// ------------------------- Registration ------------------------- //
modifier validBet(uint gameId) {
require(msg.value >= BET_MIN, "Minimum bet not met");
require(
games[gameId].initialBet == 0 ||
msg.value == games[gameId].initialBet,
"Bet value must match initial bet"
);
_;
}
// Register a player to an existing game or create a new game.
// If gameId is 0, player will join or create the first available game.
// Return player's ID and game ID upon successful registration.
function register(
uint gameId,
string memory nickname
)
public
payable
validBet(gameId)
returns (uint playerId, uint returnGameId)
{
// If gameId is 0, find an open game or create a new one
if (gameId == 0) {
gameId = createNewGame();
}
require(games[gameId].isActive, "Game is not active");
require(games[gameId].phase == GamePhase.Registration, "Game already started");
require(bytes(nickname).length > 0, "Nickname cannot be empty");
require(bytes(nickname).length <= 20, "Nickname too long (max 20 characters)");
GameState storage game = games[gameId];
if (game.playerA.addr == address(0x0)) {
game.playerA.addr = payable(msg.sender);
game.playerA.nickname = nickname;
game.initialBet = msg.value;
return (1, gameId);
} else if (game.playerB.addr == address(0x0)) {
require(
msg.sender != game.playerA.addr,
"Cannot play against yourself"
);
game.playerB.addr = payable(msg.sender);
game.playerB.nickname = nickname;
// Both players registered, automatically start the game
game.phase = GamePhase.InitialCommit;
return (2, gameId);
}
revert("Game is full");
}
// Create a new game
function createNewGame() private returns (uint) {
uint gameId = nextGameId;
nextGameId++;
games[gameId].gameId = gameId;
games[gameId].isActive = true;
games[gameId].phase = GamePhase.Registration;
games[gameId].gameMode = "minusone";
gameIds.push(gameId);
return gameId;
}
// ------------------------- Initial Commit (2 moves) ------------------------- //
modifier isRegistered(uint gameId) {
require(gameId != 0, "Invalid game ID");
require(
msg.sender == games[gameId].playerA.addr ||
msg.sender == games[gameId].playerB.addr,
"Player not registered in this game"
);
_;
}
// Commit two moves for the initial phase
// encrMove1 and encrMove2 must be "<1|2|3>-password" hashed with keccak256
function commitInitialMoves(uint gameId, bytes32 encrMove1, bytes32 encrMove2)
public
isRegistered(gameId)
returns (bool)
{
GameState storage game = games[gameId];
require(game.isActive, "Game is no longer active");
require(game.phase == GamePhase.InitialCommit, "Not in initial commit phase");
require(encrMove1 != bytes32(0) && encrMove2 != bytes32(0), "Encrypted moves cannot be zero");
require(encrMove1 != encrMove2, "Both moves must be different");
// Check timeout
if (game.firstCommit != 0) {
require(block.timestamp <= game.firstCommit + COMMIT_TIMEOUT, "Commit phase timeout expired");
}
// Track first commit timestamp
if (game.firstCommit == 0) {
game.firstCommit = block.timestamp;
}
// Store encrypted moves
if (msg.sender == game.playerA.addr) {
require(game.playerA.encrMove1 == bytes32(0), "Player A already committed");
game.playerA.encrMove1 = encrMove1;
game.playerA.encrMove2 = encrMove2;
} else if (msg.sender == game.playerB.addr) {
require(game.playerB.encrMove1 == bytes32(0), "Player B already committed");
game.playerB.encrMove1 = encrMove1;
game.playerB.encrMove2 = encrMove2;
} else {
revert("Caller not registered");
}
// Check if both players have committed, advance to reveal phase
if (game.playerA.encrMove1 != bytes32(0) && game.playerB.encrMove1 != bytes32(0)) {
game.phase = GamePhase.FirstReveal;
game.firstReveal = 0; // Reset for reveal phase
}
return true;
}
// ------------------------- First Reveal (2 moves) ------------------------- //
// Reveal both initial moves
// clearMove1 and clearMove2 must be the original strings used for hashing
function revealInitialMoves(uint gameId, string memory clearMove1, string memory clearMove2)
public
isRegistered(gameId)
returns (Moves, Moves)
{
GameState storage game = games[gameId];
require(game.isActive, "Game is no longer active");
require(game.phase == GamePhase.FirstReveal, "Not in first reveal phase");
// Check timeout
if (game.firstReveal != 0) {
require(block.timestamp <= game.firstReveal + REVEAL_TIMEOUT, "Reveal phase timeout expired");
}
bytes32 encrMove1 = keccak256(abi.encodePacked(clearMove1));
bytes32 encrMove2 = keccak256(abi.encodePacked(clearMove2));
Moves move1 = Moves(getFirstChar(clearMove1));
Moves move2 = Moves(getFirstChar(clearMove2));
require(move1 != Moves.None && move2 != Moves.None, "Invalid moves");
require(move1 != move2, "Both moves must be different");
// Verify and store moves
if (msg.sender == game.playerA.addr) {
require(encrMove1 == game.playerA.encrMove1 && encrMove2 == game.playerA.encrMove2,
"Hash mismatch for Player A");
game.playerA.move1 = move1;
game.playerA.move2 = move2;
} else if (msg.sender == game.playerB.addr) {
require(encrMove1 == game.playerB.encrMove1 && encrMove2 == game.playerB.encrMove2,
"Hash mismatch for Player B");
game.playerB.move1 = move1;
game.playerB.move2 = move2;
} else {
revert("Caller not registered");
}
// Start reveal timer on first reveal
if (game.firstReveal == 0) {
game.firstReveal = block.timestamp;
}
// Check if both players have revealed, advance to withdrawal phase
if (game.playerA.move1 != Moves.None && game.playerB.move1 != Moves.None) {
game.phase = GamePhase.Withdrawal;
game.firstWithdraw = 0; // Reset for withdrawal phase
}
return (move1, move2);
}
// ------------------------- Withdrawal Phase ------------------------- //
// Choose which move to withdraw (1 or 2)
function withdrawMove(uint gameId, uint moveIndex)
public
isRegistered(gameId)
returns (bool)
{
GameState storage game = games[gameId];
require(game.isActive, "Game is no longer active");
require(game.phase == GamePhase.Withdrawal, "Not in withdrawal phase");
require(moveIndex == 1 || moveIndex == 2, "Move index must be 1 or 2");
// Check timeout
if (game.firstWithdraw != 0) {
require(block.timestamp <= game.firstWithdraw + WITHDRAW_TIMEOUT, "Withdrawal phase timeout expired");
}
// Store withdrawal choice
if (msg.sender == game.playerA.addr) {
require(game.playerA.withdrawnMoveIndex == 0, "Player A already withdrew");
game.playerA.withdrawnMoveIndex = moveIndex;
} else if (msg.sender == game.playerB.addr) {
require(game.playerB.withdrawnMoveIndex == 0, "Player B already withdrew");
game.playerB.withdrawnMoveIndex = moveIndex;
} else {
revert("Caller not registered");
}
// Start withdrawal timer on first withdrawal
if (game.firstWithdraw == 0) {
game.firstWithdraw = block.timestamp;
}
// Check if both players have withdrawn, advance to final commit phase
if (game.playerA.withdrawnMoveIndex != 0 && game.playerB.withdrawnMoveIndex != 0) {
game.phase = GamePhase.FinalCommit;
game.firstFinalCommit = 0; // Reset for final commit
}
return true;
}
// ------------------------- Final Commit (remaining move) ------------------------- //
// Commit the remaining move again (for fairness and to prevent cheating)
function commitFinalMove(uint gameId, bytes32 encrFinalMove)
public
isRegistered(gameId)
returns (bool)
{
GameState storage game = games[gameId];
require(game.isActive, "Game is no longer active");
require(game.phase == GamePhase.FinalCommit, "Not in final commit phase");
require(encrFinalMove != bytes32(0), "Encrypted move cannot be zero");
// Check timeout
if (game.firstFinalCommit != 0) {
require(block.timestamp <= game.firstFinalCommit + COMMIT_TIMEOUT, "Final commit timeout expired");
}
// Store encrypted final move
if (msg.sender == game.playerA.addr) {
require(game.playerA.encrFinalMove == bytes32(0), "Player A already committed final move");
game.playerA.encrFinalMove = encrFinalMove;
} else if (msg.sender == game.playerB.addr) {
require(game.playerB.encrFinalMove == bytes32(0), "Player B already committed final move");
game.playerB.encrFinalMove = encrFinalMove;
} else {
revert("Caller not registered");
}
// Start final commit timer on first commit
if (game.firstFinalCommit == 0) {
game.firstFinalCommit = block.timestamp;
}
// Check if both players have committed, advance to final reveal phase
if (game.playerA.encrFinalMove != bytes32(0) && game.playerB.encrFinalMove != bytes32(0)) {
game.phase = GamePhase.FinalReveal;
game.firstFinalReveal = 0; // Reset for final reveal
}
return true;
}
// ------------------------- Final Reveal ------------------------- //
// Reveal the final move and determine winner
function revealFinalMove(uint gameId, string memory clearFinalMove)
public
isRegistered(gameId)
returns (Moves)
{
GameState storage game = games[gameId];
require(game.isActive, "Game is no longer active");
require(game.phase == GamePhase.FinalReveal, "Not in final reveal phase");
// Check timeout
if (game.firstFinalReveal != 0) {
require(block.timestamp <= game.firstFinalReveal + REVEAL_TIMEOUT, "Final reveal timeout expired");
}
bytes32 encrFinalMove = keccak256(abi.encodePacked(clearFinalMove));
Moves finalMove = Moves(getFirstChar(clearFinalMove));
require(finalMove != Moves.None, "Invalid move");
// Verify and store final move
if (msg.sender == game.playerA.addr) {
require(encrFinalMove == game.playerA.encrFinalMove, "Hash mismatch for Player A final move");
// Verify this is the non-withdrawn move
Moves expectedMove = game.playerA.withdrawnMoveIndex == 1 ? game.playerA.move2 : game.playerA.move1;
require(finalMove == expectedMove, "Final move must be the non-withdrawn move");
game.playerA.finalMove = finalMove;
} else if (msg.sender == game.playerB.addr) {
require(encrFinalMove == game.playerB.encrFinalMove, "Hash mismatch for Player B final move");
// Verify this is the non-withdrawn move
Moves expectedMove = game.playerB.withdrawnMoveIndex == 1 ? game.playerB.move2 : game.playerB.move1;
require(finalMove == expectedMove, "Final move must be the non-withdrawn move");
game.playerB.finalMove = finalMove;
} else {
revert("Caller not registered");
}
// Start final reveal timer on first reveal
if (game.firstFinalReveal == 0) {
game.firstFinalReveal = block.timestamp;
}
// Check if both players have revealed final moves, determine outcome
if (game.playerA.finalMove != Moves.None && game.playerB.finalMove != Moves.None) {
determineOutcome(gameId);
}
return finalMove;
}
// Determine the final outcome based on both players' final moves
function determineOutcome(uint gameId) private {
GameState storage game = games[gameId];
if (game.playerA.finalMove == game.playerB.finalMove) {
game.outcome = Outcomes.Draw;
} else if (
(game.playerA.finalMove == Moves.Rock && game.playerB.finalMove == Moves.Scissors) ||
(game.playerA.finalMove == Moves.Paper && game.playerB.finalMove == Moves.Rock) ||
(game.playerA.finalMove == Moves.Scissors && game.playerB.finalMove == Moves.Paper)
) {
game.outcome = Outcomes.PlayerA;
} else {
game.outcome = Outcomes.PlayerB;
}
game.phase = GamePhase.Completed;
}
// Return first character of a given string.
// Returns 0 if the string is empty or the first character is not '1','2' or '3'.
function getFirstChar(string memory str) private pure returns (uint) {
bytes memory b = bytes(str);
if (b.length == 0) {
return 0;
}
bytes1 firstByte = b[0];
if (firstByte == 0x31) {
return 1;
} else if (firstByte == 0x32) {
return 2;
} else if (firstByte == 0x33) {
return 3;
} else {
return 0;
}
}
// ------------------------- Result ------------------------- //
// Compute the outcome and pay the winner(s).
// Return the outcome.
function getOutcome(uint gameId) public returns (Outcomes) {
GameState storage game = games[gameId];
require(game.isActive, "Game is not active");
require(game.phase == GamePhase.Completed, "Game not completed yet");
require(game.outcome != Outcomes.None, "Outcome not yet determined");
address payable addrA = game.playerA.addr;
address payable addrB = game.playerB.addr;
uint betPlayerA = game.initialBet;
// Reset and cleanup
resetGame(gameId); // Reset game before paying to avoid reentrancy attacks
pay(addrA, addrB, betPlayerA, game.outcome);
return game.outcome;
}
// Pay the winner(s).
function pay(
address payable addrA,
address payable addrB,
uint betPlayerA,
Outcomes outcome
) private {
if (outcome == Outcomes.PlayerA) {
addrA.transfer(betPlayerA * 2);
} else if (outcome == Outcomes.PlayerB) {
addrB.transfer(betPlayerA * 2);
} else {
addrA.transfer(betPlayerA);
addrB.transfer(betPlayerA);
}
}
// Pay to one player and slash the other (timeout resolution).
function payWithSlash(
address payable winner,
address payable loser,
uint betAmount
) private {
// Winner gets both bets
winner.transfer(betAmount * 2);
// Loser gets nothing (slashed)
}
// Reset a specific game.
function resetGame(uint gameId) private {
GameState storage game = games[gameId];
// Mark game as inactive
game.isActive = false;
// Note: We keep the game data in the mapping for reference
// but players are now free to join other games
}
// ------------------------- Helpers ------------------------- //
// Return contract balance
function getContractBalance() public view returns (uint) {
return address(this).balance;
}
// Return player's ID in their active game
function whoAmI(uint gameId) public view returns (uint) {
if (gameId == 0) {
return 0;
}
GameState storage game = games[gameId];
if (msg.sender == game.playerA.addr) {
return 1;
} else if (msg.sender == game.playerB.addr) {
return 2;
} else {
return 0;
}
}
// Get the current phase of the game
function getGamePhase(uint gameId) public view returns (GamePhase) {
return games[gameId].phase;
}
// Get time remaining in current phase
function getTimeLeft(uint gameId) public view returns (int) {
if (gameId == 0) return 0;
GameState storage game = games[gameId];
if (game.phase == GamePhase.InitialCommit && game.firstCommit != 0) {
uint deadline = game.firstCommit + COMMIT_TIMEOUT;
if (block.timestamp >= deadline) return 0;
return int(deadline - block.timestamp);
} else if (game.phase == GamePhase.FirstReveal && game.firstReveal != 0) {
uint deadline = game.firstReveal + REVEAL_TIMEOUT;
if (block.timestamp >= deadline) return 0;
return int(deadline - block.timestamp);
} else if (game.phase == GamePhase.Withdrawal && game.firstWithdraw != 0) {
uint deadline = game.firstWithdraw + WITHDRAW_TIMEOUT;
if (block.timestamp >= deadline) return 0;
return int(deadline - block.timestamp);
} else if (game.phase == GamePhase.FinalCommit && game.firstFinalCommit != 0) {
uint deadline = game.firstFinalCommit + COMMIT_TIMEOUT;
if (block.timestamp >= deadline) return 0;
return int(deadline - block.timestamp);
} else if (game.phase == GamePhase.FinalReveal && game.firstFinalReveal != 0) {
uint deadline = game.firstFinalReveal + REVEAL_TIMEOUT;
if (block.timestamp >= deadline) return 0;
return int(deadline - block.timestamp);
}
return int(COMMIT_TIMEOUT); // Default timeout
}
// Resolve a game that has timed out
function resolveTimeout(uint gameId) public isRegistered(gameId) {
GameState storage game = games[gameId];
require(game.isActive, "Game is not active");
address caller = msg.sender;
address payable winner = payable(caller);
bool timeoutOccurred = false;
// Check for timeout in various phases
if (game.phase == GamePhase.InitialCommit && game.firstCommit != 0) {
if (block.timestamp > game.firstCommit + COMMIT_TIMEOUT) {
// Player who didn't commit loses
if (caller == game.playerA.addr && game.playerB.encrMove1 == bytes32(0)) {
game.outcome = Outcomes.PlayerA;
timeoutOccurred = true;
} else if (caller == game.playerB.addr && game.playerA.encrMove1 == bytes32(0)) {
game.outcome = Outcomes.PlayerB;
timeoutOccurred = true;
}
}
} else if (game.phase == GamePhase.FirstReveal && game.firstReveal != 0) {
if (block.timestamp > game.firstReveal + REVEAL_TIMEOUT) {
// Player who didn't reveal loses
if (caller == game.playerA.addr && game.playerB.move1 == Moves.None) {
game.outcome = Outcomes.PlayerA;
timeoutOccurred = true;
} else if (caller == game.playerB.addr && game.playerA.move1 == Moves.None) {
game.outcome = Outcomes.PlayerB;
timeoutOccurred = true;
}
}
} else if (game.phase == GamePhase.Withdrawal && game.firstWithdraw != 0) {
if (block.timestamp > game.firstWithdraw + WITHDRAW_TIMEOUT) {
// Player who didn't withdraw loses
if (caller == game.playerA.addr && game.playerB.withdrawnMoveIndex == 0) {
game.outcome = Outcomes.PlayerA;
timeoutOccurred = true;
} else if (caller == game.playerB.addr && game.playerA.withdrawnMoveIndex == 0) {
game.outcome = Outcomes.PlayerB;
timeoutOccurred = true;
}
}
} else if (game.phase == GamePhase.FinalCommit && game.firstFinalCommit != 0) {
if (block.timestamp > game.firstFinalCommit + COMMIT_TIMEOUT) {
// Player who didn't commit final move loses
if (caller == game.playerA.addr && game.playerB.encrFinalMove == bytes32(0)) {
game.outcome = Outcomes.PlayerA;
timeoutOccurred = true;
} else if (caller == game.playerB.addr && game.playerA.encrFinalMove == bytes32(0)) {
game.outcome = Outcomes.PlayerB;
timeoutOccurred = true;
}
}
} else if (game.phase == GamePhase.FinalReveal && game.firstFinalReveal != 0) {
if (block.timestamp > game.firstFinalReveal + REVEAL_TIMEOUT) {
// Player who didn't reveal final move loses
if (caller == game.playerA.addr && game.playerB.finalMove == Moves.None) {
game.outcome = Outcomes.PlayerA;
timeoutOccurred = true;
} else if (caller == game.playerB.addr && game.playerA.finalMove == Moves.None) {
game.outcome = Outcomes.PlayerB;
timeoutOccurred = true;
}
}
}
require(timeoutOccurred, "No timeout has occurred or caller is not the non-offending player");
address payable loser = winner == game.playerA.addr ? game.playerB.addr : game.playerA.addr;
// Reset game
resetGame(gameId);
// Pay winner and slash offender
payWithSlash(winner, loser, game.initialBet);
}
// ------------------------- Game Management ------------------------- //
// Get details of a specific game (for viewing any game)
function getGameDetails(
uint gameId
)
public
view
returns (
Player memory playerA,
Player memory playerB,
uint initialBet,
Outcomes outcome,
GamePhase phase,
bool isActive,
uint returnGameId,
string memory gameMode
)
{
GameState storage game = games[gameId];
require(game.gameId != 0, "Game does not exist");
return (
game.playerA,
game.playerB,
game.initialBet,
game.outcome,
game.phase,
game.isActive,
game.gameId,
game.gameMode
);
}
// Get all active game IDs
function getActiveGameIds() public view returns (uint[] memory) {
uint activeCount = 0;
// Count active games
for (uint i = 0; i < gameIds.length; i++) {
if (games[gameIds[i]].isActive) {
activeCount++;
}
}
// Build array of active game IDs
uint[] memory activeIds = new uint[](activeCount);
uint index = 0;
for (uint i = 0; i < gameIds.length; i++) {
if (games[gameIds[i]].isActive) {
activeIds[index] = gameIds[i];
index++;
}
}
return activeIds;
}
// Advance game to initial commit phase (called automatically after both players register)
function startGame(uint gameId) public {
GameState storage game = games[gameId];
require(game.isActive, "Game is not active");
require(game.phase == GamePhase.Registration, "Game already started");
require(game.playerA.addr != address(0) && game.playerB.addr != address(0), "Both players must be registered");
game.phase = GamePhase.InitialCommit;
}
}

View File

@@ -26,6 +26,7 @@ export default function GameList({
const [loading, setLoading] = useState(false);
const [newGameBet, setNewGameBet] = useState<string>("0.01");
const [newGameNickname, setNewGameNickname] = useState<string>("");
const [gameMode, setGameMode] = useState<string>("classic"); // "classic" or "minusone"
const [joinNicknames, setJoinNicknames] = useState<Map<number, string>>(new Map());
const [refreshInterval, setRefreshInterval] = useState<NodeJS.Timeout | null>(null);
const [userGameIds, setUserGameIds] = useState<Set<number>>(new Set());
@@ -39,7 +40,16 @@ export default function GameList({
for (const gameId of activeGameIds) {
const details = await contract.methods.getGameDetails(gameId).call();
gameDetails.push(details);
// Map contract response to GameDetails type
gameDetails.push({
playerA: details[0],
playerB: details[1],
initialBet: details[2],
outcome: Number(details[3]),
isActive: details[4],
returnGameId: Number(details[5]),
gameMode: details[6] || "classic", // Fallback to "classic" for older contracts
});
}
setGames(gameDetails);
@@ -210,6 +220,14 @@ export default function GameList({
onChange={(e) => setNewGameBet(e.target.value)}
className="flex-1 min-w-[200px]"
/>
<select
value={gameMode}
onChange={(e) => setGameMode(e.target.value)}
className="flex-1 min-w-[200px] px-3 py-2 border border-slate-300 dark:border-slate-600 rounded-lg bg-white dark:bg-slate-800 text-slate-900 dark:text-white focus:outline-none focus:ring-2 focus:ring-blue-500"
>
<option value="classic">Classic Mode</option>
<option value="minusone">Minus One Mode (Squid Game)</option>
</select>
<Button
onClick={handleCreateGame}
disabled={loading || !account || !contract}
@@ -220,7 +238,7 @@ export default function GameList({
</Button>
</div>
<p className="text-xs text-slate-600 dark:text-slate-400 mt-2">
Enter your nickname and bet amount in ETH (e.g., 0.01 for 0.01 ETH).
Enter your nickname, bet amount, and choose game mode. Classic for standard Rock-Paper-Scissors, or Minus One for the Squid Game variant (2 moves, withdraw 1).
</p>
</div>
@@ -250,9 +268,14 @@ export default function GameList({
>
{/* Game ID Header */}
<div className="mb-4 flex items-center justify-between">
<p className="font-semibold text-lg text-indigo-600 dark:text-indigo-400">
Game #{game.returnGameId}
</p>
<div className="flex items-center gap-3">
<p className="font-semibold text-lg text-indigo-600 dark:text-indigo-400">
Game #{game.returnGameId}
</p>
<span className="text-xs font-semibold px-2 py-1 rounded bg-purple-100 dark:bg-purple-900 text-purple-800 dark:text-purple-200">
{game.gameMode === "minusone" ? "Minus One" : "Classic"}
</span>
</div>
<div className="flex gap-3 items-center">
<span className={`text-xs font-semibold px-2 py-1 rounded ${getGamePhase(game).color}`}>
{getGamePhase(game).phase}

View File

@@ -21,6 +21,7 @@ export type GameDetails = {
outcome: number;
isActive: boolean;
returnGameId: number;
gameMode?: string; // "classic" or "minusone"
};
interface GameModalProps {