Final project polish: Refined game, added NAT gating, and GEMINI.md handbook.

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Moritz Graf 2026-01-02 10:29:40 +01:00
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# GEMINI.md - Haumdaucher Project Handbook
This document serves as the "Source of Truth" for the Haumdaucher website. It outlines the design principles, technical architecture, and specialized features to ensure consistent future development.
## 🦢 Project Essence
**Haumdaucher** is a community project from Regensburg, Germany. The website is designed to be humorous, culturally rich (Bavarian), and technically "surprising."
## 🎨 Design Principles
- **Vibrant Aesthetics**: Each theme must feel like a completely different app.
- **Glassmorphism**: Use `backdrop-filter` and semi-transparent backgrounds for a premium feel.
- **Micro-interactions**: Subtle entrance animations (logo spin, hero text slide) and consistent hover states.
- **Accessibility**: Mobile-first design with safe-area support for PWA usage on iOS/Android.
## 🛠 Technical Specifications
- **Framework**: Vue 3 (Composition API) + Vite + TypeScript.
- **State Management**: Centralized in `App.vue` using standard `ref` hooks. Persisted in `localStorage`.
- **Theming System**:
- Driven by `data-theme` attribute on `:root`.
- Defined in `src/assets/styles/global.css`.
- Themes: `Classic`, `Unicorn`, `Luxury`, `Win95`, `NAT`.
- **Localization**:
- Centralized in `src/locales/i18n.ts`.
- Supports `de` (Standard German) and `bar` (Bavarian Dialect).
- **PWA**:
- Managed via `vite-plugin-pwa`.
- Custom icons and standalone manifest for "Add to Home Screen" support.
## 🕹 The Haumdaucher Game
- **Engine**: HTML5 Canvas rendering.
- **Controls**: Touch-responsive (horizontal drag) and Keyboard (Arrow Keys).
- **Thematization**: The game visual style (backgrounds, player, obstacles) changes dynamically based on the site's active theme.
- **Difficulty**: Balanced (10 levels). Level 10 triggers a "Boar Rain" supermode.
## 🔐 Progression & Gating
- **NAT Mode**: This theme is locked by default to maintain the "collectible" feel.
- **Unlocking**:
- **Natural**: Reach Level 10 in the game.
- **Backdoor**: Single 1x1 pixel in the bottom-left corner of the site. Clicking it triggers a prompt. Type `nat mode` to unlock.
## 🚢 Deployment & DevOps
- **Docker**: Dual-stage build (Node build -> Nginx serving).
- **Registry**: `registry.haumdaucher.de`.
- **Kubernetes**:
- Managed via `k8s-manifests.yaml`.
- Features `cert-manager` for SSL and `registry-haumdaucher-de` pull secret.
- **CI/CD Logic**: The `deploy.sh` script handles builds, pushes, and triggers a `kubectl rollout restart` to force deployment updates when utilizing the `latest` image tag.
## 📝 Ongoing Maintenance
- **Assets**: Static images should be placed in `public/images/` to avoid bundling issues in production containers.
- **Style Overrides**: Mobile-first approach is mandatory. Always test with `max-width: 375px`.

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@ -2,7 +2,7 @@
# Configuration
NAMESPACE="haumdaucher"
REGISTRY="registry.moritzgraf.de"
REGISTRY="registry.haumdaucher.de"
IMAGE_BASE_NAME="haumdaucher-website"
IMAGE_NAME="$REGISTRY/$IMAGE_BASE_NAME"
TAG="latest"
@ -24,5 +24,9 @@ docker push $IMAGE_NAME:$TAG
echo "🎡 Applying Kubernetes manifests..."
kubectl apply -f k8s-manifests.yaml
# Force rollout restart to pick up the new 'latest' image
echo "🔄 Restarting deployment to pull latest image..."
kubectl rollout restart deployment/haumdaucher-website -n $NAMESPACE
echo "✅ Deployment complete!"
echo "Check status with: kubectl get pods -n $NAMESPACE"

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@ -19,7 +19,7 @@ spec:
- name: registry-haumdaucher-de
containers:
- name: haumdaucher
image: registry.moritzgraf.de/haumdaucher-website:latest
image: registry.haumdaucher.de/haumdaucher-website:latest
imagePullPolicy: Always
ports:
- containerPort: 80

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@ -12,6 +12,7 @@ const theme = ref('classic')
const lang = ref<'de' | 'bar'>('de')
const showGame = ref(false)
const showBSOD = ref(false)
const isNatUnlocked = ref(false)
const boars = ref<{id: number, top: number}[]>([])
const toggleTheme = (newTheme: string) => {
@ -24,6 +25,19 @@ const toggleTheme = (newTheme: string) => {
}
}
const unlockNat = () => {
isNatUnlocked.value = true
localStorage.setItem('haumdaucher-nat-unlocked', 'true')
}
const handleBackdoor = () => {
const secret = prompt('Bitte Geheimcode eigem (Unlock NAT):')
if (secret?.toLowerCase() === 'nat mode') {
unlockNat()
alert('🐗 NAT-Modus freigschaltet! Wiedaschaun, reinghaun!')
}
}
const startBoarRun = () => {
setInterval(() => {
if (theme.value === 'nat') {
@ -54,6 +68,9 @@ onMounted(() => {
const savedLang = localStorage.getItem('haumdaucher-lang') as 'de' | 'bar'
if (savedLang) lang.value = savedLang
const savedNat = localStorage.getItem('haumdaucher-nat-unlocked')
if (savedNat === 'true') isNatUnlocked.value = true
})
const t = (key: string) => {
@ -71,6 +88,7 @@ const t = (key: string) => {
<Header
:currentTheme="theme"
:currentLang="lang"
:isNatUnlocked="isNatUnlocked"
@update:theme="toggleTheme"
@update:lang="toggleLang"
@open:game="showGame = true"
@ -81,9 +99,18 @@ const t = (key: string) => {
<About :t="t" />
<History :t="t" />
<Beer :t="t" />
<!-- Hidden Backdoor Pixel -->
<div class="backdoor" @click.stop="handleBackdoor"></div>
</main>
<HaumdaucherGame v-if="showGame" :t="t" @close="showGame = false" />
<HaumdaucherGame
v-if="showGame"
:t="t"
:theme="theme"
@close="showGame = false"
@unlock-nat="unlockNat"
/>
<div v-if="showBSOD" class="bsod">
<h1>:(</h1>
@ -126,4 +153,15 @@ const t = (key: string) => {
0% { left: -100px; }
100% { left: 100vw; }
}
.backdoor {
position: fixed;
bottom: 0;
left: 0;
width: 10px;
height: 10px;
cursor: pointer;
z-index: 9999;
opacity: 0;
}
</style>

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@ -1,24 +1,67 @@
<script setup lang="ts">
import { ref, onMounted, onUnmounted } from 'vue'
import { ref, onMounted, onUnmounted, computed } from 'vue'
const props = defineProps<{
t: (key: string) => string
theme: string
}>()
const emit = defineEmits(['close'])
const emit = defineEmits(['close', 'unlock-nat'])
const canvas = ref<HTMLCanvasElement | null>(null)
const gameState = ref<'start' | 'playing' | 'gameOver' | 'win'>('start')
const score = ref(0)
const level = ref(1)
const TOTAL_LEVELS = 10
let ctx: CanvasRenderingContext2D | null = null
let animationId: number
let playerX = 200
let playerX = 180
const playerY = 500
const playerWidth = 40
const playerHeight = 40
// Theme-based configurations
const themeConfig = computed(() => {
switch (props.theme) {
case 'unicorn':
return {
bg: '#fff0fb',
player: '🦄',
obstacles: { trash: '🍬', boat: '🍭', boar: '🧁' },
waves: 'rgba(255, 105, 180, 0.3)'
}
case 'luxury':
return {
bg: '#0a0a0a',
player: '👑',
obstacles: { trash: '💎', boat: '💍', boar: '💰' },
waves: 'rgba(212, 175, 55, 0.4)'
}
case 'win95':
return {
bg: '#c0c0c0',
player: '🖱️',
obstacles: { trash: '🗑️', boat: '📁', boar: '💣' },
waves: 'rgba(0,0,0,0.1)'
}
case 'nat':
return {
bg: '#1a2f1a',
player: '🐗',
obstacles: { trash: '🪵', boat: '🛶', boar: '🦢' },
waves: 'rgba(255,255,255,0.1)'
}
default:
return {
bg: '#1e3a8a',
player: '🦢',
obstacles: { trash: '🗑️', boat: '🚤', boar: '🐗' },
waves: 'rgba(255,255,255,0.2)'
}
}
})
interface Obstacle {
x: number
y: number
@ -29,6 +72,16 @@ interface Obstacle {
const obstacles = ref<Obstacle[]>([])
const keys = ref<Record<string, boolean>>({})
// Touch handling
const handleTouchMove = (e: TouchEvent) => {
if (gameState.value !== 'playing') return
const touchX = e.touches[0].clientX
const canvasRect = canvas.value?.getBoundingClientRect()
if (canvasRect) {
playerX = Math.max(0, Math.min(360, (touchX - canvasRect.left) * (400 / canvasRect.width) - (playerWidth / 2)))
}
}
const initGame = () => {
gameState.value = 'playing'
score.value = 0
@ -40,25 +93,26 @@ const initGame = () => {
const gameLoop = () => {
if (gameState.value !== 'playing') return
update()
draw()
animationId = requestAnimationFrame(gameLoop)
}
const update = () => {
// Move player
if (keys.value['ArrowLeft'] && playerX > 0) playerX -= 5
if (keys.value['ArrowRight'] && playerX < 360) playerX += 5
// Move player (Keyboard)
const speed = 7 // Made slightly faster for easier control
if (keys.value['ArrowLeft'] && playerX > 0) playerX -= speed
if (keys.value['ArrowRight'] && playerX < 360) playerX += speed
// Spawn obstacles
if (Math.random() < 0.012 + level.value * 0.003) {
const type = level.value === 10 ? 'boar' : (Math.random() > 0.5 ? 'trash' : 'boat')
// Spawn obstacles - Adjusted frequency for better balance
const spawnChance = 0.01 + level.value * 0.002
if (Math.random() < spawnChance) {
const type = level.value === TOTAL_LEVELS ? 'boar' : (Math.random() > 0.6 ? 'trash' : 'boat')
obstacles.value.push({
x: Math.random() * 360,
x: Math.random() * 370,
y: -50,
type: type,
speed: 2 + level.value * 0.4
speed: 1.5 + level.value * 0.45 // Slightly slower for level 1 but scales up
})
}
@ -66,12 +120,13 @@ const update = () => {
obstacles.value.forEach(obs => {
obs.y += obs.speed
// Collision detection
// Collision detection (with a bit of buffer for better feel)
const buffer = 10
if (
playerX < obs.x + 30 &&
playerX + playerWidth > obs.x &&
playerY < obs.y + 30 &&
playerY + playerWidth > obs.y
playerX + buffer < obs.x + 30 &&
playerX + playerWidth - buffer > obs.x &&
playerY + buffer < obs.y + 30 &&
playerY + playerHeight - buffer > obs.y
) {
gameState.value = 'gameOver'
}
@ -81,12 +136,14 @@ const update = () => {
// Score and level up
score.value += 1
if (score.value % 500 === 0 && level.value < 10) {
if (score.value % 500 === 0 && level.value < TOTAL_LEVELS) {
level.value += 1
}
if (score.value > 5500) {
// Win condition
if (score.value >= TOTAL_LEVELS * 500 + 500) {
gameState.value = 'win'
emit('unlock-nat')
}
}
@ -94,28 +151,30 @@ const draw = () => {
if (!ctx) return
ctx.clearRect(0, 0, 400, 600)
// Draw River (Donube)
ctx.fillStyle = '#1e3a8a'
// Draw Background
ctx.fillStyle = themeConfig.value.bg
ctx.fillRect(0, 0, 400, 600)
// Draw Waves
ctx.strokeStyle = 'rgba(255,255,255,0.2)'
ctx.strokeStyle = themeConfig.value.waves
ctx.lineWidth = 2
for (let i = 0; i < 5; i++) {
const y = (Date.now() / 20 + i * 120) % 650
ctx.beginPath()
ctx.moveTo(0, (Date.now() / 20 + i * 120) % 650)
ctx.lineTo(400, (Date.now() / 20 + i * 120) % 650)
ctx.moveTo(0, y)
ctx.bezierCurveTo(100, y - 10, 300, y + 10, 400, y)
ctx.stroke()
}
// Draw Player (Bird)
// Draw Player
ctx.font = '40px Arial'
ctx.fillText('🦢', playerX, playerY)
ctx.textAlign = 'left'
ctx.textBaseline = 'top'
ctx.fillText(themeConfig.value.player, playerX, playerY)
// Draw Obstacles
obstacles.value.forEach(obs => {
let emoji = '🗑️'
if (obs.type === 'boat') emoji = '🚤'
if (obs.type === 'boar') emoji = '🐗'
const emoji = themeConfig.value.obstacles[obs.type]
ctx.fillText(emoji, obs.x, obs.y)
})
}
@ -147,29 +206,45 @@ onUnmounted(() => {
</div>
<div class="canvas-container">
<canvas ref="canvas" width="400" height="600"></canvas>
<canvas
ref="canvas"
width="400"
height="600"
@touchmove.prevent="handleTouchMove"
></canvas>
<div v-if="gameState === 'start'" class="overlay-content">
<h2>{{ t('game.title') }}</h2>
<p>Weich am Schmarrn in da Donau aus!</p>
<p style="font-size: 0.8rem; margin-top: 10px; opacity: 0.8;">Desktop: Pfeile | Mobile: Wischen</p>
<button @click="initGame">{{ t('game.start') }}</button>
</div>
<div v-if="gameState === 'gameOver'" class="overlay-content">
<h2 style="color: #ff4444">{{ t('game.gameOver') }}</h2>
<h2 style="color: #ff4444; margin-bottom: 5px;">{{ t('game.gameOver') }}</h2>
<p>Level: {{ level }} / {{ TOTAL_LEVELS }}</p>
<p>Score: {{ score }}</p>
<button @click="initGame">No amoi!</button>
</div>
<div v-if="gameState === 'win'" class="overlay-content">
<h2 style="color: #44ff44">🏆 {{ t('game.win') }}</h2>
<p>Du hosd es gschafft!</p>
<h2 style="color: #44ff44; margin-bottom: 10px;">🏆 {{ t('game.win') }}</h2>
<p>Du hosd an NATinator bsiegt!</p>
<p style="color: #ffd700; font-weight: bold; margin-top: 10px;">🐗 NAT-Modus freigschaltet!</p>
<button @click="emit('close')">Zruck zur Website</button>
</div>
<div v-if="gameState === 'playing'" class="game-stats">
<span>{{ t('game.level') }}: {{ level === 10 ? 'NATinator' : level }}</span>
<span>Score: {{ score }}</span>
<div class="stats-left">
<span class="level-badge">{{ t('game.level') }} {{ level }}/{{ TOTAL_LEVELS }}</span>
<span v-if="level === TOTAL_LEVELS" class="boar-alert">🐗 BOAR RAIN! 🐗</span>
</div>
<span class="score-display">Score: {{ score }}</span>
</div>
<!-- Progress Bar -->
<div v-if="gameState === 'playing'" class="progress-container">
<div class="progress-bar" :style="{ width: (score / (TOTAL_LEVELS * 500 + 500)) * 100 + '%' }"></div>
</div>
</div>
</div>
@ -263,9 +338,60 @@ canvas {
right: 10px;
display: flex;
justify-content: space-between;
align-items: center;
color: white;
font-weight: bold;
background: rgba(0,0,0,0.5);
padding: 5px 10px;
background: rgba(0,0,0,0.6);
padding: 8px 12px;
pointer-events: none;
font-size: 0.9rem;
}
.stats-left {
display: flex;
flex-direction: column;
gap: 4px;
}
.level-badge {
color: #fbbf24;
}
.boar-alert {
color: #ff4444;
font-size: 0.7rem;
animation: blink 0.5s infinite;
}
@keyframes blink {
50% { opacity: 0; }
}
.progress-container {
position: absolute;
bottom: 0;
left: 0;
right: 0;
height: 4px;
background: rgba(0,0,0,0.3);
}
.progress-bar {
height: 100%;
background: #4ade80;
transition: width 0.3s;
}
@media (max-width: 450px) {
.game-window {
width: 95vw;
}
.canvas-container {
width: 100%;
}
canvas {
width: 100%;
height: auto;
}
}
</style>

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@ -1,11 +1,14 @@
<script setup lang="ts">
defineProps<{
const props = defineProps<{
currentTheme: string
currentLang: string
isNatUnlocked: boolean
t: (key: string) => string
}>()
const emit = defineEmits(['update:theme', 'update:lang', 'open:game'])
const themes = ['classic', 'unicorn', 'luxury', 'win95', 'nat']
</script>
<template>
@ -26,8 +29,9 @@ const emit = defineEmits(['update:theme', 'update:lang', 'open:game'])
</button>
</div>
<div class="switch-group">
<template v-for="th in themes">
<button
v-for="th in ['classic', 'unicorn', 'luxury', 'win95', 'nat']"
v-if="th !== 'nat' || isNatUnlocked"
:key="th"
:class="{ active: currentTheme === th }"
@click="emit('update:theme', th)"
@ -40,6 +44,7 @@ const emit = defineEmits(['update:theme', 'update:lang', 'open:game'])
<span v-if="th === 'win95'">💾</span>
<span v-if="th === 'nat'">🐗</span>
</button>
</template>
</div>
</div>
</div>

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@ -7,11 +7,11 @@ const props = defineProps<{
}>()
const logoSrc = computed(() => {
if (props.theme === 'unicorn') return '/src/assets/images/logo_unicorn.png'
if (props.theme === 'luxury') return '/src/assets/images/logo_luxury.png'
if (props.theme === 'win95') return '/src/assets/images/logo_win95.png'
if (props.theme === 'nat') return '/src/assets/images/logo_nat.png'
return '/src/assets/images/logo_classic.png'
if (props.theme === 'unicorn') return '/images/logo_unicorn.png'
if (props.theme === 'luxury') return '/images/logo_luxury.png'
if (props.theme === 'win95') return '/images/logo_win95.png'
if (props.theme === 'nat') return '/images/logo_nat.png'
return '/images/logo_classic.png'
})
</script>