A game can now carry a list of items the host puts on the scoreboard one at a time: a question (shown above the standings, with an optional picture and an answer to reveal), a sound (played through the scoreboard's speakers) or a video such as a karaoke track (takes over the screen). - Media is a YouTube link, an https link to a file, or an upload to the private game-media bucket. The scoreboard API signs a URL only for the item that is on screen. - What is on screen is state on the event, like the timer, so the ping still carries no data. An unrevealed answer and a sound's or video's name never reach the scoreboard payload. - Control room: click an item to show it, or "Random" to have one picked (prefers items not played yet). Show/hide answer, pause, take off screen; shortcuts Q / A / X. - Duplicating a game or event copies its items and files; deleting removes the files. Needs supabase/migrations/0006_screen_items.sql applied before deploying. database.types.ts was edited by hand to match; re-run gen:types after. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
7.0 KiB
7.0 KiB
Build plan
Work one phase at a time. At the end of each phase: run lint + tests, commit, and give the human a short "how to test this manually" checklist. Don't start the next phase until told.
Phase 0 — Scaffold
- Next.js + TS strict + Tailwind + ESLint + Vitest.
src/layout per ARCHITECTURE.md. - Fonts: Big Shoulders (Google's new name for Big Shoulders Display) + Atkinson Hyperlegible via
next/font/google. Tokens from UI.md as CSS variables + Tailwind theme. - Supabase clients (
browser,server,adminwithserver-only). .env.localloading; fail fast with a clear error if vars are missing. Done when:npm run devshows a placeholder home;npm run testruns a dummy test.
Phase 1 — Database + types
- Apply
supabase/migrations/0001_init.sql. Generate TS types intosrc/lib/database.types.ts. src/lib/tokens.tszod schemas (32-char hex). Done when: tables visible in Supabase; anon key cannotselectfrom any table (write a quick script/test proving it).
Phase 2 — Scoring engine (TDD)
- Implement SCORING.md in
src/lib/scoring/as pure functions. - All listed test cases + edge cases. Done when: tests green, 100% branch coverage on the scoring module.
Phase 3 — Admin auth + setup screens
/loginmagic link;proxy.tsguards/admin/*withADMIN_EMAILS.- Events list + create/duplicate/delete.
- Event setup: teams CRUD (colour picker, reorder), games builder with criteria + presets, notes. Done when: I can build a "Worship Game Night" with 4 teams and a Karaoke game with 5 criteria (1–5) and a Guess the Lyric game with 1 number criterion.
Phase 4 — Scoreboard + realtime
src/lib/realtime.tsnotify()(server broadcast) +useRefreshChannel(channel, refetch)hook (debounce, reconnect, 10s poll, refetch on focus).GET /api/public/scoreboard/[token]building the payload via the scoring engine./s/[token]page per UI.md: FLIP rank animation, count-up totals, reduced motion, fullscreen, cursor hide, connection dot. Done when: changing anything in the DB via admin (or SQL + a manual notify) updates an open scoreboard tab in < 1s.
Phase 5 — Control room (direct scoring)
/admin/events/[id]/live: game list, prev/next, set current (→ live), mark done.- Scoring grid with block + number inputs, autosave, optimistic UI.
- Bonus/penalty panel with quick buttons, custom, reason, undo.
- Keyboard shortcuts. Done when: I run a full direct-scored game and the scoreboard tracks every change.
Phase 6 — Visibility + reveal
- Visible / Frozen / Hidden toggle. Freeze stores snapshot server-side. Hidden strips scores in the API.
- Reveal mode: start, reveal next (bottom-up), finish → visible. Done when: in Hidden mode, the network tab on the scoreboard contains NO totals. Reveal works end-to-end.
Phase 7 — Judges
- Nominate judges, copy link, QR codes (use a small QR lib), revoke.
- Open link toggle +
/jo/[token]name flow + localStorage. /j/[token]mobile page: team cards, spotlight pinned, block rows, autosave status, read-only states.PUT /api/judge/[token]/scoreswith all checks from ARCHITECTURE.md + rate limit. Clearing = DELETE orvalue: null.- Control room in judged mode: averages, judge progress matrix, per-judge breakdown, override cells, spotlight select, lock toggle. Done when: 2 phones judging Karaoke at once, admin sees progress live, scoreboard updates with averages, override works, lock makes judges read-only.
Phase 8 — Polish + deploy
- Share panel (all links + QR in one place, "copy all judge links for this game" as text for WhatsApp).
- Empty states + error copy per UI.md.
- Accessibility pass (focus, contrast, tap targets).
- Deploy to Vercel; set env vars; set Supabase auth redirect URLs to the Vercel domain. Done when: full dry run on the deployed URL: laptop admin + projector scoreboard + 2 phone judges.
Phase 9 — Timer + sound effects
- Apply
supabase/migrations/0002_timer.sql, thennpm run gen:types. - Timer rules in
src/lib/timer.ts(tested); control-room panel (set, start/pause/reset, show/hide,T); scoreboard display. - Scoreboard sound effects: reveal drum-roll + crash/fanfare, game-change chime, last-10-seconds ticks + buzzer; "Turn sound on" button. Done when: a timer started in the control room counts down on the scoreboard with ticks and a buzzer, and a reveal plays its drum-roll.
Phase 10 — Team buzzers
- Apply
supabase/migrations/0003_buzzer.sql, thennpm run gen:typesandnpm run check:rls. - Buzzer rules in
src/lib/buzzer.ts(tested);/b/[token]phone page +GET/POSTbuzzer API. - "Teams buzz in" checkbox per game; buzzer links per team in the share panel.
- Control room: buzz order + "Clear buzzers" (
B). Scoreboard: "{Team} buzzed!" banner + ding. Done when: two phones on different teams buzz in a buzzer game; the control room and scoreboard show who was first within a second, and "Clear buzzers" resets both phones.
Phase 11 — Buzzer answers
- Apply
supabase/migrations/0004_buzz_result.sql, thennpm run gen:types. checkMark/bumpScore/answeringTeamIdinsrc/lib/buzzer.ts(tested);markBuzzserver action.- Control room: "Got it" (
G), "Wrong" (W), "Undo", "Next question" (B). - Phone and scoreboard follow whose turn it is; "correct" and "wrong" sounds. Done when: team A buzzes then team B; "Wrong" hands the turn to B; "Got it" gives B one point in the scoring grid and on the scoreboard; "Undo" takes it back; "Next question" resets the phones.
Phase 12 — Co-hosts
- Apply
supabase/migrations/0005_cohosts.sql, thennpm run gen:typesandnpm run check:rls. event_cohoststable; RLS widened from owner to owner-or-co-host, with delete and sharing owner-only.- "Co-hosts" section on the setup page (
addCohost/removeCohostserver actions); "Shared with you" in the events list. Done when: admin A shares an event with admin B's email; B sees it in their list, can edit it and run the control room alongside A, but has no Delete button and can't change the co-hosts; removing B makes the event disappear from B's list.
Phase 13 — Questions, sounds and videos on the scoreboard
- Apply
supabase/migrations/0006_screen_items.sql(table, event columns, thegame-mediabucket and its policies), thennpm run gen:typesandnpm run check:rls. - Rules in
src/lib/screen.ts(tested); setup editor per game with links and uploads; control-room panel (show, random, answer, pause, take off screen;Q/A/X). - Scoreboard: question above the standings, sound banner, video takeover.
Done when: a quiz game shows its questions one by one with
Qand reveals an answer withA(the answer is not in the scoreboard's network tab before that); an uploaded mp3 plays on the scoreboard; a karaoke game with several YouTube links plays the one I click full screen, "Random video" picks one that hasn't been played, and "Take off screen" brings the standings back.
Stretch (only if asked)
Participants within teams · CSV export of results.