diff --git a/src/components/Hud.vue b/src/components/Hud.vue index 9f5cd54..b7bf83b 100644 --- a/src/components/Hud.vue +++ b/src/components/Hud.vue @@ -1,5 +1,5 @@ diff --git a/src/components/UserProfileBar.vue b/src/components/UserProfileBar.vue index b1d0aa1..0fd9b25 100644 --- a/src/components/UserProfileBar.vue +++ b/src/components/UserProfileBar.vue @@ -49,7 +49,9 @@ async function doLogout(): Promise { .profile-bar { display: flex; align-items: center; + flex-wrap: wrap; gap: 8px; + max-width: 100%; background: var(--panel); border: 1px solid var(--panel-border); border-radius: 12px; @@ -79,6 +81,25 @@ async function doLogout(): Promise { padding: 5px 10px; cursor: pointer; } + +/* Phones: chips wrap into compact rows instead of overflowing */ +@media (max-width: 560px) { + .profile-bar { + gap: 5px; + padding: 5px 8px; + } + .crystals { + font-size: 13px; + } + .name { + font-size: 11.5px; + max-width: 92px; + } + .chip { + font-size: 11px; + padding: 4px 8px; + } +} .chip:hover { border-color: var(--accent); } diff --git a/src/game/engine.ts b/src/game/engine.ts index 005976a..45dbe3c 100644 --- a/src/game/engine.ts +++ b/src/game/engine.ts @@ -575,6 +575,24 @@ export class GameEngine { this.onGameEnd?.({ win, score: this.score, wave: this.waveNo, kills: this.kills, crystalsEarned }) } + /** + * Solo: leaving a running game via "zum Hauptmenü"/Pause-Menü. Records the + * run (best score, stats, crystals — counted as a defeat) so progress from + * endless runs or early exits is not lost. No-ops when no game is running + * or the result was already reported by finish(). + */ + abandon(): void { + if (this.mpGameActive) return + if (this.phase !== 'wave' && this.phase !== 'intermission') return + const bestBefore = loadBest(this.difficulty, this.mapId) + const best = Math.max(bestBefore, this.score) + if (typeof localStorage !== 'undefined') { + localStorage.setItem(bestScoreKey(this.difficulty, this.mapId), String(best)) + } + const crystalsEarned = calcCrystalsEarned(this.waveNo, this.score, false) + this.onGameEnd?.({ win: false, score: this.score, wave: this.waveNo, kills: this.kills, crystalsEarned }) + } + private spawnEnemy(kind: EnemyKind): void { const def = ENEMIES[kind] const diff = DIFFICULTIES[this.difficulty] diff --git a/src/game/store.ts b/src/game/store.ts index 45208a2..66b4253 100644 --- a/src/game/store.ts +++ b/src/game/store.ts @@ -41,6 +41,9 @@ export const store = reactive({ buildType: null as TowerKind | null, hoverValid: false, + + /** automatically start the next wave as soon as intermission begins */ + autoWave: typeof localStorage !== 'undefined' && localStorage.getItem('trxtd-autowave') === '1', selected: null as SelectedTowerInfo | null, obstacle: null as { tx: number; ty: number; type: 'tree' | 'rock'; cost: number } | null,